Blood of the Werewolf
Blood of the Werewolf Rulebook
Table of Contents
Table of Contents
Game Overview
This is a brand new werewolf-type game. You would not know your own identity at the beginning of the game, but others would know. Therefore, you would have to observe others actions to figure it out. Also, unlike traditional "werewolf", when your character dies, you can still join the discussion in the game, and even win the game. This is fast pace game with brand-new game experience.
Objective
Players are divided into two camps (Manlike/Werewolf). During the game, players accuse others through confidential markers, which send others to death through family trial. When the number of survival players is down to a pre-given game-end threshold, the camp with more survivors wins.
Components
- Character Cards x12 (Manlike x6, Werewolf x6)
- Mutation Cards x10
- Wilderness Card (also serve as Summary Card)
- Confidential Markers x2
Preparation
- All players sit in a circle. Put the wilderness card aside.
- According to the number of players, take the characteristic cards and mutation cards with the corresponding numbers as indicated in the following table. Put the cards with other numbers back into the box; they would not be used in this game.
| Number of Players | 4 | 5 | 6 | 7 | 8 | 9 |
|---|---|---|---|---|---|---|
| Characters Used | 1-3 | 1-4 | 1-4 | 1-5 | all | all |
| Mutations Used | 1-4 | 1-6 | 1-8 | all | all | all |
- Shuffle all selected mutation cards and deal one to each player. The remaining mutation cards are not used in this game. Player could examine his or hers mutation card, but beware not to let others see the context of your card.
- Shuffle all selected character cards. Place two cards face down in the middle of the table, and put a confidential marker on each of them. Deal one for each player afterward. Put the remaining character cards mutation cards underneath the wilderness card; they would be used to determine the winner at the end of the game. Please take your characteristic card in the way that you only see the back of the card, and the other players see the context of your card.
- The player with birthday closet to Feb. 1999 becomes the starting player. Game begins.
The Course of the Game
-
The game is constructed by turns. On your turn, you must accuse one player:
Take a confidential marker, either in the middle of the table or in front of a player, and move it to the front of a player, along with the character card underneath it. This indicates that you accuse the player. You can accuse yourself. After you accuse, you turn ends, and the player on your left takes his or hers turn.
Trial: At any time, if there are two confidential markers in front of you, you face the family trail and are sentence to death. Place your character card on the table, face down, and move the two markers to the front of two different players, along with the cards underneath them. You still can NOT look at your own character card or the cards under the confidential markers. (Other players could examine the character card that is dead.)
After your character die, you lose all your remaining turns, and other players could not accuse you. You still can't look at your own character cards, so you can continue to speak freely and try to influence others.
Disclosure: On your turn, if there is confidential marker in front of you, you could look at the card beneath it, no matter how the confidential marker comes from (accuse from yourself or others, etc.) Please make sure that other players do not see the context when you look at the card. This would help you to identify your own camp.
If you obtain a second confidential markers during your turn, you would first be sentence to family trial and die, so you would have no chance to look at the card under the second marker.
※You can only look at the card under the marker during you turn.
Mutation: Unless further specified, you could play your mutation card at anytime during the game.
Exception: "Supper" must be used before accusing.
Once the confidential marker is moved, it could not be undo.
Mutation cards could only be used once.
If your character die, you could not use your mutation card.
Game End
Game-End Threshold and Claimable Threshold:
| Number of Players | 4~6 | 7~9 |
|---|---|---|
| Game-End Threshold | 2 | 3 |
| Claimable Threshold | 1 | 2 |
Result of Claiming: When a player claims that all surviving players are in the same camp of his or hers, other players examine whether that is correct. If so, the player and all other players in his or her camp wins (regardless of survival or not). If not, the claiming player dies immediately; as a result, the number of survival players would be down to the game-end threshold, so proceed as indicates in the next paragraph.
Result of Reaching Game-End Threshold: When the number of survival players is down to the game-end threshold, disclose all survival character cards, all cards underneath the confidential markers, and all cards underneath the wilderness card. Any card that is held by a player adds 1 point to its camp. Card that is underneath the marker or the wilderness card adds 0.5 point to its camp. The players in the camp with the highest total score wins (regardless of survival or not).
If tie, the player of the last turn and all other players in the same camp as him or her loose (regardless of survival or not).
Variation: Twin Cards
For 8-9 player games, to avoid a game that is way too long, players could choose to incorporate this variation for a different game experience:
During the game, two character cards with the same number are called a pair of twin cards. They are actually the same person, but one in manlike mode and one in werewolf mode. When any character dies, its twin also dies immediately (this effect could not be canceled by the mutation card "full moon".) The player that dies first then moves the two confidential markers to two other players, as in the original rules. All other rules are the same as in the original version.
Example: Mankind-4 dies because of 2 markers. If werewolf-4 is also in play, it also dies. Vice versa.
Forbidden Actions
Players could not do the following during the game.
- Play a mutation card on an illegal target, or display an unused mutation card.
- Speak out the number of other players' character cards.
Mutation Cards
Full Moon [ Used when having two Confidential Markers ]
Place two markers back to the middle of the table, along with the cards beneath them. You won't die this time.
Clue to Revenge
Look at a card under a marker.
Supper
Current player's turn ends immediately.
Betray [ Use during your turn, before accusing. ]
Disclose your character. If your number is smaller than all survival characters, you win alone. Otherwise, you die immediately. Other players should help to examine if he or she satisfies the condition.
Attention! [ Use during your turn, before accusing. ]
You could move two markers to two different players this turn. Other players could not use "Supper" on you during this turn.