Code Name Kill, as a card-based strategy game, mostly features characters set as heroes from ancient times. Its gameplay is similar to some of the more popular tabletop games on the market. In the game, players will assume different identities, and the military eight-player mode (军八局) has the most identities, naturally making the identities in Code Name Kill's military eight-player mode a focal point for players. Here, I will provide information about the military eight identities.

Firstly, in the military eight environment, it usually involves an eight-player match, so the players' identities become very diverse. The winning conditions for these identities are also different, which enhances the strategic nature of the game and is one of its core features.
Although the names of different identities may vary, some can form alliances. For example, the classic Lord lineup, where the advantage of this identity is an extra health point. Relying solely on the Lord to eliminate others is very difficult, hence there is the identity of the Imperial Guard, whose winning condition is to follow the Lord and kill off the others together.

The Imperial Guard and the Lord can be understood as being on the same side, and their winning conditions are relatively simple, requiring mutual cooperation to win the game. This makes it impossible for these two identities to kill each other indiscriminately, or else it would be tantamount to surrendering directly.

Next is the Enlightened Lord, whose victory condition is to eliminate everyone, making it the hardest to achieve. However, as a trade-off, he can check the identities of others, allowing him to take the opportunity to join the opposing team and thus use psychological tactics to win the game. Following that is the Alliance Leader, who is essentially the leader of the Rebels. The advantage of this identity is that revealing his identity increases his maximum health by 1, and allows any character to draw two cards. If this character dies, it means the Rebel faction fails outright.
Then there is the Hidden Dragon, whose victory condition is the same as the Enlightened Lord. Apart from needing to survive himself, all other factions must be eliminated, meaning only he should remain on the field. The challenge is quite significant, but in a mixed identity game, there is a possibility of winning.

Following that are the Assassin and the Strategist, both with some unique characteristics. The Assassin's victory condition is relatively simple: his goal is to assassinate his target, and once the target is killed, he wins. However, the target is likely to be the Lord, so he might join the Rebel faction. The Strategist's identity is somewhat similar to the Rebels; revealing his identity grants three tactical cards, but as a cost, he becomes the Lord's target since his victory condition is to kill everyone.

Finally, there are the Rebels, Yellow Turbans, and the Traitor. These three identities have appeared in many similar games. The Rebels form a faction system, needing to kill the Lord to win. The Yellow Turbans need to eliminate anyone not part of their faction. The last, the Traitor, aims to stand alone, with the hardest victory condition. These three have almost no special identity functions.
Currently, this is all the information I can provide about the identities in the military eight-player mode of Code Name Kill. In a single game of military eight, there can be many types of warlord identities, and what type of warlord identity to play depends on the identities provided by the specific game mode, significantly increasing the difficulty.