$i doom.
The Horsemen win when everyone else is dead.$i doom.
The Horsemen win when everyone else is dead.$i doom.
The Horsemen win when everyone else is dead.














































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Alcoholic: Invulnerable, if Bartender exists.
Attacked Runner: Survived an attack. No ability. Moves one square horizontally/vertically.
Bartender: No ability. Relevant for Alcoholic.
Hooker: May hide in an adjacent ally's field.
Huntress: Takes killer, when taken. (edited)
Spam HelpNot a valid commandCc Spam HelpSyntax
$cc spam <CC Name>Functionality
Creates a CC with the name <CC Name> and adds you to it. The cc will not have any owners.Usage
> $cc spam spamcc
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Created #spamcc!
Solo (Gold) Piece List: 
Zombie: Solo | Cannot take pieces, instead turns them into Zombies. When a Zombie is taken, all Zombies it created disappear. Gets two turns per round.
Corpse: Solo | No ability.
Undead: Solo | No ability.
Angel: UA | Cannot take pieces. Takes killer, when taken.
Apprentice: UA | Transforms into first taken piece.
Bat: Solo | May hide in an adjacent ally's field. Becomes Undead when taken.
Ghast: Solo | May move or create a fireball piece, that move forwards in a straight line.
Flute Player: Solo | Cannot take pieces. Gets two turns per round. May move or enchant a piece, making them unable to use an ability. Wins when everyone is enchanted.
Vampire: Solo | Cannot take pieces, unless everyone is demonized. May move or demonize a piece. When a demonized piece is taken, they instead become an Undead. Becomes Undead when taken.
Apprentice Vampire: Solo | Cannot take pieces, unless everyone is demonized. Becomes a Vampire if a Vampire dies. Becomes Undead when taken.0 CCs!2 CCs!/guess. You get five guesses, try to find the WWRdle. View your current guesses with /view and share your final result with /result.
A list of all roles and their version/category/status can be found in /list.
Columns
Column #1: Team
Possible Options: Townsfolk, Werewolves, Solo, Unaligned, Extra, Admin
Possible Results:
Column #3: Category
Possible Options: Align > Killing/Recruitment> Group > Investigative > Power > Miscellaneous (from most to least powerful)
Possible Results:









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Ghast: Solo | May move or create a fireball piece, that move forwards in a straight line. (edited)



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Alcoholic: Invulnerable, if Bartender exists.
Aura Teller: Reveal a piece's type, if it has an active power.
Child: Additional move, when taken.
Royal Knight: Protects a reachable piece. (edited)



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Cursed Civilian: Becomes a Wolf, when taken.
Hooker: May hide in an adjacent ally's field.
Idiot: Survives one attack, but becomes unmovable.
Runner: Survives one attack, but becomes less mobile.
Witch: Protects a reachable piece. (edited)