Kodecco Games
Revivalist — full readout
Revivalists — allegiance poster

REVIVALIST

Your mission is to protect the Custodians. You don't know who the Curefinder, Apprentice, or Patient Zero are — and you don't know who the Carriers are either. Use deduction and your unique character abilities to survive and root out the Carriers before they get a chance to kill the key roles.

Goal: Get the Curefinder into the Escape Party, along with 2 Survivors. If the Curefinder dies, it's not over — the Apprentice and Patient Zero can take their place instead, but you'll need to nominate both of them, plus 1 Survivor.

Allegiance: Survivors
Assist the Custodians in escaping safely, without the Carriers.
Every failed Encounter empowers the Carriers by escalating danger.
?Avoid letting the Carriers escape, or the Survivors lose.
Curefinder — full readout
Curefinder — allegiance poster

CUREFINDER

You hold the formula to end the infection. Escape safely to create the cure. You are the primary target — the Carriers know eliminating you deals the heaviest blow to the Survivors' chances.

The Survivors want to find you, protect you, and help you formulate the Cure — but they don't know who to trust, and you don't know who the Carriers are either. You'll need to convince the Survivors you belong in the Escape Convoy, without revealing too much and giving yourself away to the Carriers along the way.

Allegiance: Survivors
You are the Carriers' primary target.
If you die, the Apprentice and Patient Zero must escape together to complete your work.
?You lose if Carriers escape with you.
Apprentice and Patient Zero
Apprentice and Patient Zero — allegiance poster

APPRENTICE & PATIENT ZERO

The Apprentice and Patient Zero only come into play if the Curefinder dies. The Survivors don't know your identities, and you don't know who the Carriers are either.

If the Curefinder dies, both of you must reach the Escape Party together, along with 1 Survivor, or the Cure is lost for good. The Carriers know this too, and once the Curefinder is gone, you become their next target.

Allegiance: Survivors
Comes into play only if the Curefinder dies.
Both Apprentice and Patient Zero must reach the Escape Party together, plus 1 Survivor.
?You lose if the Carriers escape with you.
Executioner — full readout
Executioner — allegiance poster

EXECUTIONER

You are infected, hiding among the Survivors. Your goal is to eliminate the Custodians before they escape. Blend in with the group while figuring out who the Curefinder, the Apprentice, and Patient Zero are — then work together with the other Carriers to eliminate them before they find the cure to the infection.

Eliminate
Can only be used on your own turn, during any phase.
One-time ability — once used, you and your target are both eliminated.
?On your turn, you may reveal yourself and strike. Choose one player — they're removed from the game, immediately and permanently.
Enthraller — full readout
Enthraller — allegiance poster

ENTHRALLER

Hide among the Survivors while you work out who holds the cure, and who's protecting it. Unlike the other Carriers, you grow stronger as the infection spreads — every failed Encounter triggers a Mutation, and the abilities you unlock never go away.

Mutations
You start unable to kill, like a Pacifist.
Every failed Encounter triggers a Mutation that strengthens you permanently.
?Later Mutation stages let you reveal yourself and eliminate players outright.
Pacifist — full readout
Pacifist — allegiance poster

PACIFIST

Hide among the Survivors while you work out who holds the cure, and who's protecting it. Unlike the other Carriers, you can never kill, no matter what happens over the course of the game.

Pacifism
You may sabotage missions like any other Carrier, but you can never kill.
Every failed Encounter still empowers the Carriers by escalating danger.
?Your only path to victory is staying hidden until a Carrier wins some other way.
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