Roles

Bad Guy Mystery Good Guy Role Guide

The majority card. You win by remaining, not by starring in the chase.

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Good Guy Role

Good Guy is the default Bad Guy Mystery identity. You spawn without a throw and without a gun. Your win condition is collective: the Protector hits the Bad Guy, or the timer expires while you are still standing. That makes you a resource the hunter wants to delete and a witness the Protector needs alive. This page is the role sheet. The action plan is how to survive.

What the card is asking

Stay off main lanes after the countdown. Do not narrate your role in chat. Do not form a 15-person clump by the ice-cream energy of the lobby. Spread just enough that one brick cannot farm the doorway. Listen for the slap because there will not be a body to prove anything.

You are allowed to be boring. Boring Good Guys force the Bad Guy to take risks, and risks are how Protectors get a throw animation to shoot.

Tools you actually have

Movement, camera, jump, and one perk bind if you bought one. Peekaboo is the role perk. Sugar Rush is the escape perk. Snitch is a curiosity perk. See the perk tier list. Candy piles are optional and loud; the candy guide explains when to skip them.

If the Protector dies, a gun may appear. Picking it up converts you into a backup Protector with worse information. Only do it if you already understand Protector shot rules. Otherwise you are a second Good Guy who just painted a target on their forehead.

How other roles see you

The Bad Guy sees a pack of timers. The Protector sees a crowd that must not be shot. You should make both jobs harder for the hunter and easier for the gun: break sight from the hunter, stay readable to the Protector. That means no random 360s in their lane and no standing in their muzzle.

Read the Bad Guy page so you recognize a mid-range wind-up. Read the Protector page so you stop screaming “shoot them” at every sprinter.

Common Good Guy failures

  • Touring the map to “find the Bad Guy.”
  • Standing on the swing because the lobby is cute.
  • Following the largest group.
  • Grabbing Candy in a doorway during a chase.
  • Picking up the gun and firing at the first friend who runs.

The round checklist is a cure for all five.

Progress that is not a cosmetic

A Good Guy account that owns Peekaboo and a calm camera will outlive a Good Guy account with a Duck and no perk. The items page can wait. Dual Wield will never matter on this card.

When you finally draw Bad Guy or Protector, the hours you spent hiding become scouting notes. That is why this role is worth playing well even when it feels like you “did nothing.” You did the majority job. The lobby is still here because of it.

A Good Guy session plan

Play four rounds with one note on a scrap of paper: where the first slap happened. If it keeps happening in the same doorway, stop using that doorway. That is more useful than a new Pillow skin. After the fourth round, open the perk planner only if Candy can buy Peekaboo. Otherwise rematch. The Tools Hub exists so you do not reread this essay between every countdown.

If a Protector friend wants callouts, agree on one word for “I saw a throw” and nothing else. Extra talk is how Good Guys get stacked and deleted. Quiet maps win more timers.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

What does a Good Guy do?

Hide, listen for the slap, stay spread, and survive until the Protector or the timer wins.

Can a Good Guy get a weapon?

Only by picking up a dropped Protector gun. Treat that as a new role, not a toy.

Should Good Guys stay together?

Stay near, not stacked. A packed doorway is a gift to a brick.

Which perk fits Good Guy?

Peekaboo first. Sugar Rush second. Snitch last.