Fox Cub in Werewolf: Abilities and How to Win

The Fox Cub is on the Foxes' side. Each night they can look into one person, but the answer only comes half the time; otherwise they see "could not tell". Unlike the Fox, being looked into does not send them home, and they know who the Fox is. A prank does send them home. As a Fox, if either the Fox or the Fox Cub is still here when the game is decided, the Foxes win. They are not counted in the head count.

Fox Cub at a glance

ItemDetail
SideFoxes' side
What the Seer seesNot a werewolf
What the Medium seesNot a werewolf
How it countsCounted as neither a werewolf nor a human
Night and day abilityLook into (only half the time do they learn anything): from the first night (whether the first night counts depends on the setting "Seer on the first night"), every night
How many per tableUp to 1
Default tableNot included. Turn "More roles" to "Pick" in the lobby to add it.

How the Foxes win: when the Villagers or the Werewolves would win, any Fox (Fox or Fox Cub) still here gives the Foxes the win instead, alone. Foxes count as neither werewolves nor humans.

Settings for the Fox Cub on this site

You can choose how the Fox Cub works in the lobby settings.

Seer on the first night

What the Seer learns on the first night: look into someone of their choice, be told one person who is not a werewolf, or nothing.

Choices
Seer chooses / Told one non-werewolf / None
Default
Seer chooses

What the Seer learns on the first night. "Seer chooses": they pick one person to look into. "Told one non-werewolf": the game names, at random, one person other than the Seer who is not a werewolf (sometimes called a first-night free white; it may be the Traitor). "None": nothing is learned on the first night.

More roles on the Foxes' side

Besides the Fox Cub, these roles are also on the Foxes' side.

After the Fox Cub

Last updated 2026-10-01 · Run by Qdan, Inc.