Infection spread and transformation
- Infection propagates through visits, allowing the network to grow beyond direct targets.
- The official role reference says infection cannot be protected against or removed.
- When all living players are infected, the Plaguebearer transforms into Pestilence.
Seed new parts of the visit network
Early game
Target players who are likely to visit or receive visitors. An active investigative or protective hub can spread the plague much faster than an isolated passive claim.
Mid game
Map likely infection chains from public visitor information. If an infected player is receiving several protectors and investigators, you may be able to use direct targets elsewhere while the network expands naturally.
Endgame
The final uninfected player is the key bottleneck. At that point, concealment may matter less than ensuring the last connection happens before Town identifies you and forces a trial.
Give your visits a coherent cover
A Plaguebearer needs a cover that explains visits without drawing attention to the same high-traffic players that would make the infection network obvious. Keep the fake will plausible for the role list.
Test the claimed results, not an unseen infection map
Town should look for a player whose visit choices consistently touch high-traffic nodes without producing the claimed results. Once transformation is announced, revisit those earlier paths to identify who could have seeded the network.
Important interactions
- Lookout and Spy can reveal high-traffic visit patterns that are useful both to Plaguebearer strategy and to Town hunting the source.
- Transporter can unexpectedly redirect infection-related visits and accelerate or distort the network.
- Pestilence begins only after the infection objective is complete, creating a visible phase change in the threat.
Decision example: plaguebearer target choice
You have already infected a publicly confirmed investigative role who receives Doctor and Lookout attention. Rather than targeting one of those likely visitors directly, infect a quieter player on the opposite side of the lobby. The busy hub can continue spreading infection while your direct action expands coverage elsewhere.
Common mistakes
- Directly infecting players who were already likely to pick up the plague from the existing network.
- Ignoring visit information when choosing the next seed.
- Playing so passively that the final uninfected slot survives until Town solves your identity.
