The Stone Mason is a special Villager who is part of a secret brotherhood with other Stone Masons. While individually they lack power, a coordinated group of Stone Masons can use their numbers to influence the normal Villagers into lynching the person they think is the Werewolf or who may be helping them. They can also defend one another against baseless accusations. Afterall, they know that none among their number are secretly Werewolves.
During the Identification Phase, have the Stone Masons open their eyes, and take note of who the other Stone Mason(s) are.
- "Stone Masons, open your eyes and identify each other."
- "Stone Masons, close your eyes."
Stronger Stone Masons
Towards the end of the Night Phase (after the Sorceress/Were-Gerbil), call on the Stone Masons and allow them to spend a few moments silently discussing strategy. This gives the group of Stone Masons a chance to strategize without drawing attention to their identities.
- "Stone Masons, open your eyes and take a moment to discuss tomorrow's strategy"
How many Stone Masons should I use?
If you have between 10 and 20 people, it's common to use two. If you have between 15 and 25, three works. In addition, if you are playing with a Mystery game, you can use only one Stone Mason. If playing a Mystery game, during the Stone Mason call, the GM will want to hold up a number of fingers to indicate how many Stone Masons should have their eyes open. Four is not recommended but may be useful in a deck containing a large number of evil roles.
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A Stone Mason should not defend their partner unless there is a severe threat of him being unable to defend himself. If the partner is not putting forth a good defense, you will want to defend him by proxy and say that you and he are Stone Masons.
Late in the game, if multiple Stone Masons are alive and still not revealed, try to work together with the weight of your votes. Against one Werewolf, a pair of secret Stone Masons is a nearly unstoppable force.
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