2–5 players · role board

Wonderland Co-op: Roles, Switch Calls & Team Size

How should we split roles in Wonderland co-op?

QUICK//READ

Wonderland supports up to five players, but roles are not official classes. Use one navigator or objective caller, then distribute task runners and a flexible support role. During a chase, call each completed switch once and name the next hazard or exit; current update-linked reporting says switch requirements can scale with difficulty.

Applicable versionPublic-release and update-linked sources reviewed August 20, 2026
PlatformRoblox · PC / mobile / console
Reviewed2026-08-20
EvidenceCurrent public sources · no owned test claim

CREW//ASSIGN

Compress the crew before the gate opens

current read
SoloNavigator + runner

Pause only at state changes; never wander without a next trigger.

DuoCaller / runner

One reads the state; one executes the next task, then swap if needed.

TrioCaller / two task runners

Split only when both return triggers are named.

4–5Caller / two runners / flex / support

The flex absorbs the next unmet task instead of duplicating a role.

CALLSLEVER DONEHAMMER CLEAREXIT: HOLEREGROUPRECOVERY PRIORITY

READ//01

What the source set supports

  • Current observed and official-linked sources consistently describe lobbies of up to five players.
  • A current co-op source attributes difficulty-scaled chase switch requirements to an August 15 update.
  • Map use, task coverage, healing, and chase communication appear in current community strategy, but the role names are editorial shorthand.

PREP//02

Before you start

  • Choose one objective caller before the run starts.
  • Agree on short callouts that every player understands.
  • Treat roles as responsibilities that can move between players, not locked character classes.

ACT//03

What to do

  1. 01

    Assign one player to read the route or objective state and make the final call when the team disagrees.

  2. 02

    Give each additional player one immediate responsibility: nearby task, rear watch, resource carry, or flexible support.

  3. 03

    When the run branches, state destination and expected return trigger before splitting.

  4. 04

    During a chase, call completed switches once, then the next hazard, then the exit cue. Avoid commentary that hides those three signals.

  5. 05

    If one player is lost or down, decide explicitly whether the objective or recovery has priority; do not split silently.

PASS//04

How to know it worked

  • Two players do not attempt the same switch while another required objective is untouched.
  • The team can hear completed objective and exit calls over normal conversation.
  • A changed room layout changes assignments without erasing the role structure.

FAIL//05

If it does not work

  • Everyone navigates independently and no one owns the current objective state.
  • Long voice commentary masks the switch or exit call.
  • The group assumes a switch count from another difficulty.
  • A support role is treated as passive instead of absorbing the next unmet task.