Ruota dei ruoli di All Among Us

Nine roles, three of them Impostor and six Crewmate, each at 11.1 percent. SpinyWheel's All Among Us Roles Wheel spins the full set for custom lobbies, house rules, and practice, and the odds it gives are nothing like the odds a real game gives.

The wheel and the game disagree on your chances

A spin hands you an Impostor role a third of the time. A standard lobby does not come close to that:

SettingChance of being Impostor
This wheel33.3%
1 Impostor, 10 players10%
2 Impostors, 10 players20%
3 Impostors, 10 players30%
2 Impostors, 5 players40%

Most lobbies run one or two Impostors, which puts a real player somewhere between 10 and 20 percent. Spinning at 33.3 percent gives the deceptive roles more than triple their usual weight in a full lobby.

That makes the wheel useful for practice and misleading for expectations. If you are drilling Impostor play, the inflated rate is a feature. If you are trying to model a real game, weights fix it: entering 1, Imposter and 3, Crewmate on each side brings the split closer to what a ten-player lobby actually produces.

What the nine roles do

Six Crewmate roles and three Impostor roles, and the split within each side matters more than the split between them:

Crewmate side. Engineer uses vents, which is the role most likely to get someone ejected for behaving exactly like an Impostor. Scientist reads vitals on demand. Tracker follows a player's position. Noisemaker signals a location on death. Guardian Angel keeps playing after dying, protecting the living. Plain Crewmate has no ability at all.

Impostor side. Shapeshifter takes another player's appearance. Phantom turns invisible. Plain Impostor has neither.

The plain roles are on the list deliberately. A lobby with every role enabled at full chance produces chaos, and the base versions are what most games actually assign.

Vanilla roles change the meta more than the special ones

Guardian Angel is the outlier and worth understanding before it lands. It is the only role that activates after you die, which means a game with it enabled never fully removes a player, and Impostors have to account for someone they already killed still affecting the round.

Engineer is the other one that reshapes a lobby, because venting stops being proof. In a game without Engineers, seeing someone vent identifies them immediately. With Engineers enabled, that same evidence becomes an accusation someone can survive, and the whole discussion changes.

The rest are information roles that make Crewmate play more decisive without altering the fundamental structure. Enabling every role at once is a different game rather than a harder one.

Using the wheel for house rules and practice

Spinning a role for yourself is the obvious use and the weakest one, since the game assigns roles itself. The stronger uses are around the edges of it.

For a practice run, spin a role and play a full game trying to use only that role's approach, which forces you into habits you would not build otherwise. For a custom lobby, spin to decide which roles are enabled that round rather than agreeing a setting everyone already prefers. For a group challenge, spin per player and have everyone commit to playing as though they had that role, whatever the game gives them.

Take each role off the list once used and nine rounds covers the full set. For a fighting-game roster with the same challenge structure, the ABA Character Spinwheel runs it at larger scale, and browse the wheel library for other gaming wheels.

FAQ

Open the page, tweak the options if needed, then press Spin. SpinyWheel picks a result with crypto.getRandomValues() in your browser.

Spin a role, play it properly, and see which side you are actually better at.

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