Names one official as innocent. The single most valuable passive statement in the game and the most visible target for corrupt interference.
Special: Arresting an innocent Mayor ends the case immediately. Only the Manipulator can target the Mayor.
15 Roles
Every official at the table speaks according to a role. Clean officials produce truthful information unless something is forcing them to lie. Corrupt officials lie on purpose and disguise themselves as clean roles. Knowing what each role is supposed to say is the first half of every case.
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There are 10 clean roles and 5 corrupt roles. The Mayor always sits at seat 1, is always clean and is the only role whose identity is revealed at the start of the case. Every other official is hidden until arrested.
A role's statement type is what it says when it is telling the truth. Roles are either passive (their statement appears automatically) or active (you trigger an investigation by selecting one or more targets). When a clean official is forced to lie, the statement keeps its format but flips its meaning. When a corrupt official lies, it picks any plausible-looking statement to mislead you.
Ten roles. Three are active investigations you trigger by selecting targets. Seven are passive statements that appear automatically.
Names one official as innocent. The single most valuable passive statement in the game and the most visible target for corrupt interference.
Special: Arresting an innocent Mayor ends the case immediately. Only the Manipulator can target the Mayor.
Points to two officials and claims at least one of them is corrupt. When honest, the truth is stronger than the wording: exactly one is corrupt and the other is clean. The pair is locked at the start of the case and never refreshes, which makes the Vice Mayor a stable anchor point across many arrests.
Pick one target. The result tells you whether that official is currently lying or telling the truth. This checks lie status, not alignment, so a blackmailed clean official will read as lying even though arresting them would still count as wrong.
Pick two targets. The result tells you whether they are on the same side or on different sides. Powerful for chaining suspicion across the table when you already have one alignment locked down.
Pick three targets. The result is an exact count of how many of them are corrupt: 0, 1, 2 or 3. The most information-dense single ability in the game, especially when one of the three targets is already known.
Says yes or no to a single neighbourhood question: is there a corrupt official in either of the two seats next to me? Strong when the table is wide and you can pin location.
Reports the circular distance to the nearest corrupt official, measured in seats around the table. A small number is a tight ring of suspicion; a large number tells you the seats around the Planner are clean.
A single yes-or-no about the entire table: are any two corrupt officials seated side by side? Devastating when combined with a Blackmailer read because Blackmailer victims tell you exactly where the corrupt edges are.
Tells you how many clean officials are currently being forced to lie by Blackmailers. A non-zero count is hard proof that a Blackmailer is alive somewhere at the table; zero combined with confirmed liars means corruption has another source.
Reports the longest unbroken run of clean officials around the circular table. A high number forces the corrupt into a single contiguous arc. A low number tells you they are scattered.
Five roles. All of them lie. Four also apply a side effect that disrupts how clean information reaches you.
The baseline corrupt role. No special effect. Lies about whatever clean role it is disguised as. Crooks fill out the corrupt headcount when the more dangerous corrupt roles are already at their per-act caps.
Effect on table: none. The whole job of a Crook is to be one more lying voice in the noise.
At the start of the case, picks one random non-Mayor target and silences them. The silenced official refuses to speak ("I don't want to talk"). The silence is permanent until the Silencer is arrested.
Who gets silenced: Anyone except the Mayor and the Silencer themselves. Silenced targets can be clean or another corrupt. Clicking a silenced card produces a small shake animation.
When the silence ends: The silenced official animates as freed and resumes speaking the moment the Silencer is arrested.
Forces both immediate clean neighbours to lie. Blackmail does not change alignment; victims are still clean and arresting them still counts as a wrong arrest. The Mayor cannot be blackmailed but can sit next to a Blackmailer.
Who gets blackmailed: The two seats adjacent to the Blackmailer, wrapping around the table. Corrupt neighbours are not affected.
Blackmail is permanent: Forced lying does not end when the Blackmailer is arrested. Once a clean neighbour is locked into the forced-liar list, that lie status persists for the rest of the case. Arresting the Blackmailer does not free their victims, so plan accordingly: lock down the victims' actual alignment before deciding what to do with them.
Reveal: A blackmailed clean shows a flag (⚑) next to their identity when arrested. The flag is only visible in Act I (Easy difficulty); from Act II onwards the flag is hidden during play and only surfaces on the game-over reveal.
At the start of the case, picks one random clean official (never the Mayor) and permanently turns them into a Crook. Their alignment, role and lie behaviour all flip. Statements they previously gave as clean were already corrupt-flavoured from the start.
Who gets converted: Any non-Mayor clean official, not yet affected by another corrupt role. The conversion is permanent.
Reveal: Converted officials display a star (★) next to their identity when arrested, so you know it was a conversion rather than a primary corrupt slot.
Permanently suppresses the Mayor's statement. The Mayor refuses to declare anyone innocent and instead displays a generic "I trust no one" line, removing the single most reliable clean read from your board.
Who gets affected: The Mayor, globally. There is no fixed target seat.
When suppression ends: Suppression persists for the entire case, even after the Manipulator is arrested. Once manipulated, the Mayor stays silent.
Arresting an innocent Mayor ends the case immediately, regardless of how many wrong arrests are left. A confirmation dialog protects you from a misclick. Corrupt roles cannot blackmail, silence or convert the Mayor seat.
A blackmailed clean official is producing false statements but is still clean. Arresting them counts as a wrong arrest. The Legal Advocate detects lying. The Finance Director and Zoning Director check alignment. Conflating the two is the most common way to lose a case.
Mayor's innocent target, Vice Mayor's pair, City Planner's lie value, HR Director's lie value, IT Director's lie value, Silencer's victim and Converter's victim are all decided when the case begins and never change. This prevents you from rerolling statements by waiting for refreshes.
When the Silencer is arrested, the silenced target plays a "freed" animation and starts producing statements again. Blackmail and Manipulation are different: a Blackmailer's forced-liar grip on its neighbours and a Manipulator's suppression of the Mayor both persist for the rest of the case, even after those corrupt cards have been arrested. Once those effects appear, they stay.
Every corrupt role takes on the disguise of a clean role chosen for that seat at the start of the case. Any clean role is valid as a disguise, including the Mayor when the Mayor seat itself is corrupt. The disguise sets the role icon, the short name and the type of statement the corrupt produces. The true identity is revealed when the corrupt is arrested, and on the game-over screen the entire table flips to expose every remaining hidden role.