Pause only at state changes; never wander without a next trigger.
2–5 players · role board
Wonderland Co-op: Roles, Switch Calls & Team Size
“How should we split roles in Wonderland co-op?”
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.
CREW//ASSIGN
Compress the crew before the gate opens
One reads the state; one executes the next task, then swap if needed.
Split only when both return triggers are named.
The flex absorbs the next unmet task instead of duplicating a role.
LEVER DONEHAMMER CLEAREXIT: HOLEREGROUPRECOVERY PRIORITYREAD//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
- 01
Assign one player to read the route or objective state and make the final call when the team disagrees.
- 02
Give each additional player one immediate responsibility: nearby task, rear watch, resource carry, or flexible support.
- 03
When the run branches, state destination and expected return trigger before splitting.
- 04
During a chase, call completed switches once, then the next hazard, then the exit cue. Avoid commentary that hides those three signals.
- 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.