One Night Ultimate Werewolf: Epic Battle
One Night Ultimate Werewolf: Epic Battle Rulebook
Table of Contents
Table of Contents
- The Game
- Contents
- Setup
- Course of the Game
- End of the Game - Who Has Won?
- Roles (in alphabetical order)
- Alpha Wolf (Alphawolf): Werewolf pack, night-walking (2B), **
- Instigator (Anstifterin): Village, twilight-walking (-3), ***
- Enlightener (Aufklärer): Village, night-walking (10), *
- The Thing (Das Ding): Village, night-walking (4B), *
- Villager (Dorfbewohner): Village, sleeping-through, *
- Freemason (Freimaurer): Village, night-walking (4), ***
- Ghost Hunter (Geisterjäger): Village (possibly changing), night-walking (5C), **
- Tanner (Gerber): Tanner, sleeping-through, **
- The Count (Der Graf): Vampire clan, twilight-walking (-6B), *
- Epic Battles: Werewolves vs. Vampires vs. Villagers
- Special Cases
- Game Master Sheet
- Scenarios
The Game
For 3-10 players, ages 9 and up.
In "Werwölfe Epic Battle" each of you slips into a random role: there are villagers, werewolves and vampires, all with different special abilities. You win if you find out who does not belong to your party and eliminate the corresponding players. The aim is to deceive as cleverly as possible and to direct suspicion onto others!
Contents
- 32 role cards & round role markers
- 6 artifacts
- 20 symbol tokens (12x Certainty, 2x Love, 1x Bat, 1x Bounty, 1x Panic, 1x Plague, 1x Vampire, 1x Traitor)
- Token board in 2 parts (on which to place the symbol tokens)
Setup
Before the first game: Carefully punch all parts out of the punchboards.
Tip: If you have a smartphone, download the free "Werwölfe Vollmondnacht" app from Ravensburger. It takes over the role of the Game Master. Then you can all concentrate fully on playing. Of course, you can also play without the app.
Before every game:
Choose which role cards you want to play with. There must always be 3 more role cards in the game than there are players. You can choose the roles freely or play one of the recommended scenarios. The different scenarios can be found in the separate Scenario booklet.
Tip: In the first round it is best to play the scenario "The First Night" (Village vs. Werewolves) with 3-5 players, even if there are more than 5 of you. Then you do not have to learn so many roles at once. Since a round is very short, nobody has to watch for long.
For every selected role card, lay the matching role marker face up in the middle of the table. With the role markers you can remember which roles are in the game.
Shuffle the selected role cards. Each player receives 1 role card face down. Place the remaining 3 role cards face down in the middle of the table. Make sure nobody sees the front of the cards.
If you play with roles that require symbol tokens (Vampire, The Count, Infected, Venus, Priest, Assassin, Renfield), also read the following box. If not, you can skip it.
Symbol tokens: Place the two parts of the token board next to the 3 role cards in the middle of the table. Place all symbol tokens that appear on your selected role cards in the matching spaces of the board. Turn these tokens face down. Simply leave the remaining spaces of the board empty.
Each player receives a Certainty token from the supply. Place it face down next to your role card. At every point in the game you have exactly one symbol token in front of you. Which one it is, however, may change during the game. In addition to your role, this token influences what you do in the game and which team you belong to.
Certainty: Each player receives a Certainty token at the start of the game. Players with a Certainty token belong "with certainty" to the party to which their role card belongs. In contrast to all other symbol tokens, Certainty has no effect on the vote at the end of the game. By the way: the Priest also uses these tokens to "heal" himself and one other player in the Twilight phase.
Now each player secretly looks at their card and so learns their role. Then everyone places the card face down in front of them again. The cards must be easily within reach of all other players. Now determine a Game Master or start the app. Don't forget: the Game Master is also a player and also has a random role!
Dear Game Master, in the separate Game Master sheet you will find everything you need to know to guide through the game. You have the following tasks:
- In Twilight and Night you call up the roles.
- During the Day you can moderate the discussion.
- At the end of the Day you call for the vote.
Course of the Game
There are 2 parties in the village: the Village (Dorfgemeinschaft) and either the Werewolf pack or the Vampire clan (depending on the chosen scenario). In the end, one of the two parties wins.
Note: How to play with all 3 parties at the same time can be found on page 23 (see "Epic Battles" below).
A game always consists of 3 phases: a Twilight, a Night and a Day. At the end of the Day, everyone votes on who could be a vampire. The role of the player with the most votes "dies" - and their party loses!
Twilight
The roles that use symbol tokens already wake up before the actual night phase. This phase is called "Twilight". At the start of the Twilight, all of you close your eyes. Just as in the Night, various roles wake up and can use their special abilities. Mainly, the players' symbol tokens are swapped. At the end of the Twilight, before the Night begins, all players may open their eyes again. Then everybody looks at their own symbol token. After that you close your eyes again and the Night begins.
Night
In the Night too, various roles wake up one after another and can then use their special abilities. From p. 11 of this rulebook, all roles (Twilight, Night and Sleepers) and their special abilities are explained.
Tip: For the first game it is enough to read only the roles you are playing with. You do not need to remember when it is your turn and what you have to do. The Game Master (or the app) calls you up and tells you which actions you have to perform.
Day
Now all players may open their eyes again. During the Day you discuss who the werewolves/vampires might be. You may claim anything, but you must not show anybody your role card or your symbol token. You yourself also may not look at your card or token again!
The werewolves/vampires among you should pretend to have a different role so as not to make themselves suspicious.
Tip: Unlike in other werewolf games, it is often important here to reveal something about your role and to tell the other players what you know thanks to your special abilities. As Priest, for example, you can admit that you healed another player, but at first keep to yourself which one.
A good start for the discussion: simply ask the other players which role they have. You will learn quite a lot from that ...
Vote
After a few minutes of discussion there is a vote. Count to three together and then all point simultaneously at a player of your choice. The player with the most votes dies. In case of a tie, all players involved in the tie die. Exception: If every player receives exactly 1 vote, nobody dies!
Tip: Time pressure in the discussion increases the tension. The more experienced you are, the shorter the discussion should be. If you play with the app, you can set the discussion time variably.
Now you all reveal your role cards and show who you are.
Swapped Role Cards and Tokens
Players will often be surprised which role card or symbol token lies in front of them. At the end, the card and token lying in front of the player count - even if they are different from the ones the player looked at at the beginning. The player may thereby change party!
Caution: It is forbidden to look at your card or token again during the Day! So sometimes you cannot be quite sure who you are when you wake up again ...
End of the Game - Who Has Won?
In general:
- The Werewolf pack/Vampire clan wins if no werewolf/vampire dies.
- The Village wins if at least one werewolf/vampire dies. (If, because of a tie, one or more villagers also die, the Village wins nevertheless.)
No werewolf/vampire among you? If no player is a werewolf or vampire, because those role cards lie in the middle, you have to cooperate well: then the Village wins only if nobody dies at all! For this, every player must receive exactly 1 vote in the vote. So, for example, all of you point at your left neighbour.
Not sure who has won? Then use the Who-Has-Won check on the back of the Game Master sheet.
Note: Whenever "werewolf/vampire" is mentioned, it refers to either the one or the other team. The special rules and victory conditions for games with both monster teams (Werewolf pack and Vampire clan) can be found on page 23 (see "Epic Battles" below).
Roles (in alphabetical order)
Each role has the following information in its title:
Role name: Parties, Actions (wake-up order), Difficulty
Parties: Most roles belong to either the Village, the Werewolf pack or the Vampire clan. Only the Tanner (Gerber) and the Assassin (Meuchler) each form their own party. In the end, all members of a party win or none do.
Actions: Some roles are called up in the Twilight (twilight-walking), others only in the Night (night-walking). A few roles, however, are not called up at all and use their special ability only during the Day (sleeping-through).
Wake-up order: Every role has a number that indicates when it wakes up. Roles with negative numbers wake up during the Twilight (descending, from -8 to -1B), positive numbers in the Night (ascending). On the Game Master sheet you will find the exact order of all roles.
Difficulty: The roles have different levels of difficulty. There are 3 difficulty levels: *, ** and ***. In the first games, play only with levels * and **.
Note: You do not have to know all roles by heart. Before playing, only read the roles that occur in your chosen scenario.
Alpha Wolf (Alphawolf): Werewolf pack, night-walking (2B), **
Setup: If you play with the Alpha Wolf, place one werewolf card (Sehender Wolf, Traumwolf or Werwolf) face down next to the 3 face-down cards in the middle of the table.
Night phase: The Alpha Wolf wakes up twice during the night phase:
- First he wakes up together with the other werewolves and they recognize each other. He must not give the other werewolves any hint that he is the Alpha Wolf. If he is the only werewolf, he may look at a card in the middle.
- Then he wakes up once more, alone. Now he must exchange the werewolf card in the middle of the table with the card of another player. The other werewolves are excluded from this.
Instigator (Anstifterin): Village, twilight-walking (-3), ***
The Instigator wakes up and may exchange the symbol token of any player (without looking at it) with the Traitor token. She places the exchanged token face down on the token board, where the Traitor token lay before.
Traitor token: At the end of the game: whoever has the Traitor token can only win if another player of his party dies. For example, if in a game between the Vampire clan and the Village the Count becomes the Traitor, he wins the game together with the Village if another vampire dies. Conversely, a villager wins together with the Vampire clan if no vampire dies but a member of the Village dies instead. (If the player is the only member of his party, e.g. the Assassin, the token has no effect.)
Enlightener (Aufklärer): Village, night-walking (10), *
The Enlightener wakes up and may reveal the card of any other player. The card remains face up during the Day phase. Exception: If the Enlightener discovers a werewolf, a vampire, the Assassin or the Tanner, he turns the card face down again. Ghost Hunter and Mimic remain face up.
The Thing (Das Ding): Village, night-walking (4B), *
When the Thing wakes up, it may tap either the player to its left or the player to its right on the shoulder. Only the shoulder facing the Thing is allowed.
Villager (Dorfbewohner): Village, sleeping-through, *
The Villager has no special ability. Tip: The werewolves/vampires will often claim to be villagers. As a villager you therefore have to take care that your fellow players do not think you are werewolves!
Freemason (Freimaurer): Village, night-walking (4), ***
The Freemason cards come into play only together. In the Night the Freemasons open their eyes and look at each other. If only one Freemason opens his eyes, the other role card is in the middle. He may not, however, look at a card in the middle. Tip: Together the Freemasons are very strong, because they can give each other an alibi. We therefore recommend adding them to the game only from 7 players.
Ghost Hunter (Geisterjäger): Village (possibly changing), night-walking (5C), **
The Ghost Hunter may look, one after the other, at up to two cards of other players. But in doing so he puts himself in danger: if he discovers the card of the Tanner, a werewolf or a vampire, he may not look at any further card and transforms into the role he looked at, that is, either the Tanner, a werewolf or a vampire. He is then no longer part of the Village, but accordingly part of the Werewolf pack, the Vampire clan, or, as Tanner, his own team. Note: If the Ghost Hunter discovers the Mimic or the Assassin, he cannot know which role that player is playing or wants to eliminate. He therefore does not transform into these roles.
Tanner (Gerber): Tanner, sleeping-through, **
The Tanner is a poor fellow: he hates his job so much that he wants to die. He can only win if he dies. At the end of the game:
- If the Tanner, but no werewolf/vampire, dies, only the Tanner has won.
- If the Tanner and at least 1 werewolf/vampire die, the Tanner and the Village have won.
The Count (Der Graf): Vampire clan, twilight-walking (-6B), *
The Count wakes up twice during the Twilight:
- The Count first wakes up together with the Vampire and the Master and they recognize each other. He must not give the other vampires any hint that he is the Count. Together they transform another player into a vampire (see "Vampire").
- Then he wakes up once more, alone. Now he exchanges the symbol token of a player who is not a vampire with the Panic token. (Are all the other players vampires? Then his ability lapses.) He places the exchanged token face down (and without looking at it) on the token board, where the Panic token lay before. Whoever has the Panic token may not wake up in the Night phase to perform his special ability. If the panicked player already performed his ability during the Twilight, the token has no effect.
Witch (Hexe): Village, night-walking (6B), *
The Witch may look at a card in the middle. If she decides to look at a card, she must exchange it with a role card - either that of another player or her own. To do so she takes the player's card, without looking at it, and puts it in the corresponding place in the middle. Important: If the Witch gives herself a role that wakes up later in the night, she does not wake up again. She is, however, now a member of the team of her new role card.
Infected (Infizierte): Village, twilight-walking (-5), ***
The Infected wakes up and chooses either the player to her left or the player to her right. She exchanges the symbol token of the chosen player (without looking at it) with the Plague token. She places the exchanged token face down on the token board, where the Plague token lay before.
Plague token: In the vote: everyone who points at the player with the Plague token cannot win the game, even if their own party wins. Every vote against the player with the Plague token of course counts - if he receives the most votes, he dies just like any other player. Then only the players of the winning party who did not point at the player with the Plague token win. (The plagued player can of course win, as long as he does not point at himself.)
Hunter (Jäger): Village, sleeping-through, **
The Hunter drags a player with him into death: if the Hunter dies, the player the Hunter pointed at dies as well. Tip: As Hunter you can die and still win by pointing at a werewolf/vampire. Do you believe your fellow players suspect the wrong person and you know better? Then try to die and drag a werewolf/vampire with you into death ...
Goblin (Kobold): Village, night-walking (7D), *
The Goblin creates chaos: he may swap the role cards or the symbol tokens of any two players. Swapping both is not allowed. Important: He may look at neither cards nor tokens, whether he swaps any or not.
Curator (Kurator): Village, night-walking (11), **
Setup: If you play with the Curator, shuffle the 6 artifacts face down and place them ready (you can also play with fewer than 6 artifacts; then decide together which ones you want to use). Important: Remove the Claw of the Werewolf or the Bite of the Vampire if you are not playing with the Werewolf pack or the Vampire clan.
Night phase: The Curator wakes up and may take a random artifact and place it face down on the card of another player or on his own, without looking at it.
Day phase: If a player has an artifact lying on his role card, he secretly looks at it at the start of the Day phase. He must not show the artifact to anybody. Of course he may say about it whatever he likes - it does not have to be the truth ... The artifacts either change the player's role (Claw of the Werewolf, Bite of the Vampire, Brand of the Villager and Club of the Tanner) or determine how the player must behave (Mask of Silence and Cloak of Shame).
Claw of the Werewolf: You are now a werewolf (no matter which role card lies in front of you). So you win if the Werewolf pack wins.
Bite of the Vampire: You are now a vampire (no matter which role card lies in front of you). So you win if the Vampire clan wins.
Brand of the Villager: You are now a villager (no matter which role card lies in front of you). So you win if the Village wins.
Club of the Tanner: You are now the Tanner (no matter which role card lies in front of you). As Tanner you always win when you die. If other players besides you die, there can be several winners. In this case the Who-Has-Won check helps you.
Important: If one of these artifacts (Claw of the Werewolf, Bite of the Vampire, Brand of the Villager or Club of the Tanner) lies on a role card, these roles lose their special ability that they had during the vote: for example, the Bodyguard then protects nobody and the Hunter takes nobody with him into death.
Mask of Silence: You must be silent during the entire Day phase until the end of the vote. You may use sign language, gestures, facial expressions etc. - as long as you make no sounds!
Cloak of Shame: During the Day phase you must turn away from the game table and from the other players. You may speak, but you may not look at your fellow players and the game table. You also may not turn around for the vote. You may try to point at a fellow player. The other players then decide whom you most probably pointed at.
Bodyguard (Leibwächter): Village, sleeping-through, **
The Bodyguard's special ability comes into effect during the vote: the player at whom the Bodyguard points cannot be killed. If this player received the most votes, the player(s) with the second-most votes die instead. This player must, however, have received at least 2 votes. If no player has more than one vote, nobody dies.
Important: If the Bodyguard role is in the game, all players must reveal their cards immediately after the vote, so that it becomes clear whether a player is protected by the Bodyguard. Tip: Use the Bodyguard only if you are at least 5 players.
The Master (Der Meister): Vampire clan, twilight-walking (-6), **
The Master wakes up together with the Vampire and the Count and they recognize each other. He must not give the other vampires any hint that he is the Master. Together they transform another player into a vampire (see "Vampire").
The Master's special ability comes into play in the vote. If another vampire (whether Vampire, the Count or the player with the Vampire token) points at the Master, the Master is protected and does not die. If he receives the most votes, the player with the second-most votes dies instead.
Assassin (Meuchler): Assassin, twilight-walking (-1), **
The Assassin belongs neither to the Village nor to the Vampire clan. Instead he has his own goal: he wakes up and exchanges the symbol token of any player (without looking at it) with the Bounty token. He places the exchanged token face down on the token board, where the Bounty token lay before.
The Assassin wins the game only if the player with the Bounty token dies. It does not matter which party this player belongs to. The Assassin does not have to survive in order to win. If, for example, he himself receives the Bounty token, he must die in order to win.
Notes:
- If the Assassin wins, the Village, the Werewolf pack or the Vampire clan can win at the same time - depending on which party the Assassin's target belonged to.
- If the Assassin's card lies in the middle at the start of the game and only reaches a player in the Night (e.g. thanks to the Witch), the role counts as a regular villager without special ability. The player then wins together with the Village.
Mimic (Nachahmer): changing party, twilight-walking (-8), **
The Mimic wakes up and looks at a card in the middle. He takes on this role, without exchanging the role cards. From now on he belongs to the party of this role. If his new role has a special ability that takes place during the Twilight or Night, he wakes up when the role is called and performs this special ability as usual. If the Mimic's role card changes players, the role card continues to be the role the Mimic had looked at.
Notes:
- At the end of the game the Mimic must of course honestly admit which role he took on. So remember your new role well!
- If the Mimic's card lies in the middle at the start of the game and only reaches a player in the Night (e.g. thanks to the Witch), the role counts as a regular villager without special ability. The player then wins together with the Village.
Priest (Priester): Village, twilight-walking (-2), *
The Priest can heal himself and one other player (e.g. from a vampire bite). When he wakes up, he must exchange his own symbol token with a Certainty token. After that he may exchange the symbol token of a fellow player with the second Certainty token on the token board. He places the exchanged tokens face down (and without looking at them) on the token board, where the Certainty tokens lay before.
Robber (Räuber): Village, night-walking (6), *
In the Night the Robber swaps his card with the card of a fellow player. Afterwards he may look at his new role card. Important: The Robber may change party: if, for example, he swapped his card with a werewolf, he belongs to the Werewolf pack. He does not perform the action of his new role, however. The fellow player who now has the Robber in front of him now belongs to the Village.
Renfield: Vampire clan, twilight-walking (-6C), **
If Renfield is in the game, all vampires point, before going back to sleep (with closed eyes!), at the player they have bitten. Renfield wakes up and looks at who the vampires and their victim are. He therefore knows the members of his party, but they do not know him.
After that he exchanges his own symbol token with the Bat token. He places the exchanged token face down on the token board, where the Bat token lay before. The Bat token has no further effect. It merely provides additional information about the distribution of roles if it is swapped.
At the end of the game: Renfield is not a vampire himself, but belongs to the Vampire clan. If there are vampires among the players, Renfield can die and still win. If Renfield dies, but no vampire, the Vampire clan (and with it Renfield) has won. Are there no vampires in the game (because all vampire role cards lie in the middle)? Then Renfield is part of the Village. Note: Use Renfield only in scenarios with vampires. Tip: If you are Renfield, you can make yourself suspicious and distract from the vampires in the game - because if you die, you usually win anyway. But of course you still must not act too obviously ...
Insomniac (Schlaflose): Village, night-walking (9), *
The Insomniac wakes up last and may look at her own role card again. If the role card has changed, she now belongs to the party of the new role card. Tip: Use the Insomniac only if Robber, Witch, Alpha Wolf and/or Goblin are also in the game.
Sight Wolf (Sehender Wolf): Werewolf pack, night-walking (2C), *
The Sight Wolf wakes up twice during the night phase:
- First she wakes up together with the other werewolves and they recognize each other. She must not give the other werewolves any hint that she is the Sight Wolf. If she is the only werewolf, she may look at a card in the middle.
- Then she wakes up once more, alone. Now she may look at the card of any fellow player.
Seer (Seherin): Village, night-walking (5), *
In the Night the Seer may look at either the card of a fellow player or two cards in the middle. Tip: The Seer's strength is exposing liars. She has information about fellow players or cards that lie in the middle. If a fellow player contradicts this information, she can easily convict him.
Tracker (Spurenleser): Village, night-walking (5D), *
The Tracker may look at the role card of a player. After that he may also look at the symbol token of another player, if tokens are in the game. Important: Looking at the card and the token of the same player is not allowed!
Dream Wolf (Traumwolf): Werewolf pack, sleeping-through, **
The Dream Wolf does not wake up during the night phase. When the other werewolves wake up, he only raises his thumb to make himself known, but does not open his eyes.
Vampire (Vampir): Vampire clan, twilight-walking (-6), *
The Vampire wakes up together with the Master and the Count and they recognize each other. Together they decide on a player they want to transform into a vampire. They exchange his symbol token (without looking at it) with the Vampire token. They place the exchanged token face down on the token board, where the Vampire token lay before. Note: They can of course only transform a player into a vampire who is not one yet!
Whoever has the Vampire token counts from now on as a vampire and belongs to the Vampire clan. The special ability of his own role card can still be performed as normal. (If the Master has the Vampire token at the end, his Master ability still applies. If Renfield has the token at the end, he is a vampire.)
Venus: Village, twilight-walking (-4), **
Venus, the goddess of love, may match two players with each other. To do so she exchanges the symbol tokens of any two players (without looking at them) with the Love tokens. She places the exchanged tokens face down on the token board, where the Love tokens lay before.
The players in love are called up at the beginning of the Night and look around for their partner. If one of the two players dies in the vote, the other dies as well. (Even if he would actually be protected. If, for example, the Master is in love and his partner dies, the Master dies too, even if a vampire points at the Master.) Note: The players with Love tokens nevertheless still belong to the party shown by their role card. They still win or lose with their party, not with their partner.
Fortune Teller (Wahrsagerin): Village, night-walking (7C), *
The Fortune Teller learns who has already performed an action in the Night, but not which one: all players who have already either moved or looked at a card or a symbol token this night now raise their thumb clearly visibly. Important: Players whose role is called only later (e.g. the Goblin), or players who decided not to use their ability, do not raise their thumb.
Werewolf (Werwolf): Werewolf pack, night-walking (2), *
In the Night the werewolves open their eyes and look around for other werewolves. Lone Wolf: If only one player is a werewolf, he may look at a card in the middle. Tip: As a werewolf it is very important to lure your fellow players onto the wrong track. So claim to be a different role, preferably before the other players have revealed their roles too much. As a lone wolf, for example, you can easily claim to be the role of the card in the middle that you looked at.
Epic Battles: Werewolves vs. Vampires vs. Villagers
Of course you can also play with all 3 parties contained in the game (Village, Werewolf pack and Vampire clan). First gain some experience in scenarios that contain only werewolves or only vampires before you dare such an epic battle! If you use roles from all 3 parties, the victory conditions of the parties change as follows:
After the vote, check whether at least one role of each party is represented among the players. -> If yes, not only the player with the most votes dies, but also the one with the second-most votes! (In case of a tie for the most votes, only the players involved in the tie die. In case of a tie for the second-most votes, the player with the most votes and all players with the second-most votes die.)
To win, each party must fulfil two victory conditions:
- Werewolf pack: At least 1 vampire must die and no werewolf may die.
- Vampire clan: At least 1 werewolf must die and no vampire may die.
- Village: At least 1 werewolf and at least 1 vampire must die.
-> If all role cards of a party (werewolves, vampires or villagers) lie in the middle, only the player with the most votes dies. In this case the usual victory conditions apply.
Special Cases
Werewolf with Panic token: If a werewolf receives the Count's Panic token, he may not wake up together with the other werewolves, but must keep his eyes closed.
Werewolf with Vampire token: If a werewolf receives the Vampire token, he does wake up with the other werewolves, but belongs to the Vampire clan and wins with it.
Game Master Sheet
As Game Master you call up the waking roles one after another in the Twilight and Night. You can also moderate the discussion and call for the vote. If you play with the app, you do not need a Game Master.
Attention! As Game Master you also play along: you have a role, possibly perform a Twilight or Night action, and discuss during the Day. It is therefore important that you do not see when your fellow players open their eyes. Remind them to open their eyes only when you have read their role text completely.
Read out individually, in the given order, who wakes up and which action may be performed. Then close your own eyes and wait about 5 seconds so that the player can perform his action. Of course you only have to read out roles that are in the game.
Tip: With the role markers you can easily remember which roles you have already called: turn the marker to the lighter back side as soon as you have read the role's text. The markers also show you the order in which the roles are handled.
Game Master Announcements
Now read the "texts" one after another. If a role is not in the game, simply skip it. Whenever you have called up a role, close your eyes and wait about 5 seconds. Then you can open your eyes again and read the next text. How to play with all three parties (villagers, werewolves and vampires) can be found on p. 23 of the rulebook.
Twilight
"Now all of you close your eyes."
(-8) Mimic "Mimic, wake up and look at a card in the middle. You now take on this role. When the role is called, wake up and perform its action." Wait 5 seconds. "Mimic, close your eyes."
(-6) Vampires "Vampires, wake up and look around for other vampires. Exchange the Vampire token with the token of a player who is not a vampire." Wait 5 seconds. "Vampires, close your eyes."
(-6B) The Count "Count, wake up and exchange the Panic token with the token of a player who is not a vampire." Wait 5 seconds. "Count, close your eyes."
(-6C) Renfield "Vampires, point at the player who has the Vampire token and keep your eyes closed." Wait 5 seconds. "Renfield, wake up and look around for the vampires. Then exchange your token with the Bat token." Wait 5 seconds. "Renfield, close your eyes. Vampires, lower your arms again."
(-5) Infected "Infected, wake up. Exchange the Plague token with the token of a player next to you." Wait 5 seconds. "Infected, close your eyes."
(-4) Venus "Venus, wake up. You may exchange the tokens of two players with the Love tokens." Wait 5 seconds. "Venus, close your eyes."
(-3) Instigator "Instigator, wake up. You may exchange the token of a player with the Traitor token." Wait 5 seconds. "Instigator, close your eyes."
(-2) Priest "Priest, wake up and exchange your token with a Certainty token. You may also exchange the token of a fellow player with a Certainty token." Wait 10 seconds. "Priest, close your eyes."
(-1) Assassin "Assassin, wake up. Exchange the token of a player with the Bounty token." Wait 5 seconds. "Assassin, close your eyes."
Night
"Everybody wake up and secretly look at your token." Wait 5 seconds. "Now all of you close your eyes."
If Venus is in the game: "If you are in love, wake up and look around for your partner." Wait 5 seconds. "Lovers, close your eyes."
(2) Werewolves "Werewolves, wake up and look around for other werewolves. Are you alone, werewolf? Then you may look at a card in the middle." Wait 5 seconds. "Werewolves, close your eyes."
If the Dream Wolf is in the game, read the following text instead: "All werewolves except the Dream Wolf, wake up and look around for other werewolves. Dream Wolf, raise your thumb." Wait 5 seconds. "Dream Wolf, lower your thumb again." "Are you alone, werewolf? Then you may look at a card in the middle." Wait 5 seconds. "Werewolves, close your eyes."
(2B) Alpha Wolf "Alpha Wolf, wake up and exchange the werewolf card in the middle with the card of a fellow player who is not a werewolf." Wait 5 seconds. "Alpha Wolf, close your eyes."
(2C) Sight Wolf "Sight Wolf, wake up. You may look at the card of a fellow player." Wait 5 seconds. "Sight Wolf, close your eyes."
(4) Freemasons "Freemasons, wake up and look around for the other Freemason." Wait 5 seconds. "Freemasons, close your eyes."
(4B) The Thing "Thing, wake up. You may tap the shoulder of a player next to you." Wait 5 seconds. "Thing, close your eyes."
(5) Seer "Seer, wake up. You may look at either the card of a fellow player or two cards in the middle." Wait 5 seconds. "Seer, close your eyes."
(5C) Ghost Hunter "Ghost Hunter, wake up. You may look at up to two cards of your fellow players. If you discover a werewolf, a vampire or the Tanner, you may not look at any further card and immediately become a werewolf, vampire or Tanner yourself." Wait 5 seconds. "Ghost Hunter, close your eyes."
(5D) Tracker "Tracker, wake up. You may look at the card of one player and the token of another player." Wait 5 seconds. "Tracker, close your eyes."
(6) Robber "Robber, wake up. You may swap your card with that of a fellow player. Look at your new card afterwards." Wait 5 seconds. "Robber, close your eyes."
(6B) Witch "Witch, wake up. You may look at a card in the middle. If you do so, you must swap this card with the card of a player." Wait 5 seconds. "Witch, close your eyes."
(7C) Fortune Teller "Fortune Teller, wake up. All who have already moved or looked at a card or a token now raise their thumbs." Wait 5 seconds. "Fortune Teller, close your eyes. Everybody now lowers their thumbs again."
(7D) Goblin "Goblin, wake up. You may swap the tokens or the cards of any two players." Wait 10 seconds. "Goblin, close your eyes."
(9) Insomniac "Insomniac, wake up and look at your card." Wait 5 seconds. "Insomniac, close your eyes."
(10) Enlightener "Enlightener, wake up. You may reveal the card of a fellow player. If you reveal a werewolf, a vampire, the Tanner or the Assassin, you then conceal the card again." Wait 5 seconds. "Enlightener, close your eyes."
(11) Curator "Curator, wake up. You may place an artifact face down on the card of a fellow player." Wait 5 seconds. "Curator, close your eyes."
Day
"Now everybody wake up and open your eyes."
Now there are about 5 minutes for discussion. (In the first games and with large groups, stop after only 3 minutes.) After about 5 minutes the Game Master then calls for the vote. (If all players are sure sooner, you can also vote earlier. In the first games and with large groups you should allow a little more time. With experienced or small groups you can also cut the discussion shorter.)
"On 3 everybody points at a fellow player. 1, 2, 3!"
Now you only have to find out who has won!
The Who-Has-Won Check: Classic Game
(Villagers vs. Werewolves OR Villagers vs. Vampires)
Not sure who has actually won? Then simply answer these questions (flowchart, rendered here as steps):
- Start: Has at least 1 player died?
- NO: Is at least one player a WEREWOLF/VAMPIRE? YES: the WEREWOLF PACK/VAMPIRE CLAN wins! (1). NO: the VILLAGE wins!
- YES: continue with the following questions in order:
- Is the HUNTER dead? YES: the player the HUNTER pointed at dies as well! (Then continue with the next question.) NO: continue.
- Is a player with a LOVE TOKEN dead? YES: the other player with a LOVE TOKEN dies as well! NO: continue.
- Is a player with the BOUNTY TOKEN dead? YES: the ASSASSIN wins! Additionally, the following also wins ... (continue with the next question). NO: continue.
- Is the TANNER dead? YES: Has at least 1 WEREWOLF/VAMPIRE also died? (2) - YES: the VILLAGE & TANNER win! NO: the TANNER wins! If the TANNER is not dead: continue.
- Has at least 1 WEREWOLF/VAMPIRE died? YES: the VILLAGE wins! (3). NO: continue.
- Is at least one player a WEREWOLF/VAMPIRE? YES: the WEREWOLF PACK/VAMPIRE CLAN wins! (1). NO: NOBODY wins!
Important: The boxes (1), (2) and (3) change in the game with all 3 parties (Epic Battles)!
The Who-Has-Won Check: Epic Battles
(Villagers vs. Werewolves vs. Vampires)
- If all role cards of a monster party (werewolves or vampires) lie in the middle, the usual victory conditions apply (the previous scheme remains unchanged).
- If all role cards of the Village lie in the middle, the werewolves win if a vampire dies and vice versa. Nobody wins, however, if both 1 werewolf and 1 vampire have died, or if nobody has died.
- Otherwise 2 roles die (most and second-most votes).
To win, each party must fulfil two victory conditions:
- Werewolf pack: At least 1 vampire must die and no werewolf may die.
- Vampire clan: At least 1 werewolf must die and no vampire may die.
- Village: At least 1 werewolf must die and at least 1 vampire must die.
Do the Who-Has-Won check for the classic game, but note the following adjustments: (1) NOBODY wins! (2) The TANNER wins + answer the questions (3) below to check whether another party also wins.
(3):
- Has at least 1 WEREWOLF died?
- YES: Has at least 1 VAMPIRE died? YES: the VILLAGE wins! NO: the VAMPIRE CLAN wins!
- NO: Has at least 1 VAMPIRE died? YES: the WEREWOLF PACK wins! NO: NOBODY wins!
Scenarios
There is a large variety of ways in "Werwölfe - Epic Battle" to combine the roles excitingly. Here you will find a selection of exciting scenarios of various difficulty levels for different numbers of players. You can also devise challenging scenarios yourselves. Simply choose 3 role cards more than there are players and you are ready to go!
Note: In the original booklet, one symbol marks scenarios for which you must prepare the Curator's artifacts (remove the Claw of the Werewolf if you play without werewolves, or the Bite of the Vampire if you play without vampires), and another symbol marks scenarios for which you must prepare all tokens used by the roles appearing. (The icons are not reproduced here; the artifacts are needed whenever the Curator is in the scenario, and the tokens whenever Vampire, The Count, Infected, Venus, Priest, Assassin, Renfield or Instigator is.)
Each scenario lists the roles for the lowest player count; "+" means the roles of the previous line plus those listed.
Werewolves vs. Villagers
The First Night (beginner, 3-5 players)
- 3 players: Werewolf, Sight Wolf, Seer, Robber, Goblin, Villager
- 4 players: + Villager
- 5 players: + Villager + The Thing
Horror Awakens (beginner, 3-6 players)
- 3 players: Werewolf, Sight Wolf, Enlightener, Witch, Mimic, Villager
- 4 players: + Bodyguard
- 5 players: + Bodyguard + Villager
- 6 players: + Bodyguard + Villager + Dream Wolf
Lonely Night (easy, 3-4 players)
- 3 players: Werewolf, Seer, Robber, Goblin, 2 Villagers
- 4 players: + The Thing
The Moonwalkers (beginner, 3-6 players)
- 3 players: Werewolf, Sight Wolf, Insomniac, Robber, Goblin, Villager
- 4 players: + Villager
- 5 players: + Villager + Seer
- 6 players: + Villager + Seer + The Thing
Confusion (medium, 3-9 players)
- 3 players: Werewolf, Dream Wolf, Curator, Robber, Goblin, Villager
- 4 players: + Villager
- 5 players: + Villager + Seer
- 6 players: + Villager + Seer + The Thing
- 7 players: + Villager + Seer + The Thing + Insomniac
- 8 players: + Villager + Seer + The Thing + Insomniac + Dream Wolf
- 9 players: + Seer + The Thing + Insomniac + Dream Wolf + 2 Freemasons
Payback (medium, 4-7 players)
- 4 players: Werewolf, Sight Wolf, Hunter, Seer, Robber, Tanner, Goblin
- 5 players: + Insomniac
- 6 players: + Insomniac + Villager
- 7 players: + Insomniac + Villager + The Thing
Hours of Despair (medium, 4-10 players)
- 4 players: Werewolf, Dream Wolf, Tanner, Seer, Robber, Ghost Hunter, Insomniac
- 5 players: + Goblin
- 6 players: + Goblin + Villager
- 7 players: + Goblin + 2 Freemasons
- 8 players: + Goblin + 2 Freemasons + Hunter
- 9 players: + Goblin + 2 Freemasons + Hunter + Dream Wolf
- 10 players: + Goblin + 2 Freemasons + Hunter + Dream Wolf + Villager
A Fearsome Opponent (hard, 3-4 players)
- 3 players: Alpha Wolf, Witch, Ghost Hunter, Bodyguard, Villager
- 4 players: + Enlightener
Werewolf Night (medium, 5-10 players)
- 5 players: Sight Wolf, Alpha Wolf, Tracker, Enlightener, Witch, Fortune Teller, Curator, Villager
- 6 players: + Bodyguard
- 7 players: + Bodyguard + Ghost Hunter
- 8 players: + Bodyguard + Ghost Hunter + Villager
- 9 players: + Bodyguard + Ghost Hunter + Villager + Dream Wolf
- 10 players: + Bodyguard + Ghost Hunter + Villager + Dream Wolf + The Thing
The Knowing Ones (medium, 5-10 players)
- 5 players: Werewolf, Sight Wolf, Seer, Tracker, Ghost Hunter, Insomniac, Witch, Enlightener
- 6 players: + Goblin
- 7 players: + 2 Freemasons
- 8 players: + 2 Freemasons + Goblin
- 9 players: + 2 Freemasons + Goblin + Dream Wolf
- 10 players: + 2 Freemasons + Goblin + Dream Wolf + Robber
Secret Companions (medium, 6-7 players)
- 6 players: Werewolf, Sight Wolf, Dream Wolf, Hunter, Seer, Robber, Goblin, 2 Freemasons
- 7 players: + The Thing
Halloween Party (medium, 7-10 players)
- 7 players: The Thing, Goblin, Mimic, Tracker, Instigator, Alpha Wolf, Sight Wolf, Ghost Hunter, Witch, Fortune Teller
- 8 players: + Venus
- 9 players: + Venus + Infected
- 10 players: + Venus + Infected + Dream Wolf
Unstable Alliances (hard, 3-7 players)
- 3 players: Alpha Wolf, Witch, Curator, Ghost Hunter, Enlightener, Assassin
- 4 players: + Fortune Teller
- 5 players: + Fortune Teller + Bodyguard
- 6 players: + Fortune Teller + Bodyguard + Instigator
- 7 players: + Fortune Teller + Bodyguard + Instigator + Sight Wolf
Trust Nobody! (hard, 3-7 players)
- 3 players: Alpha Wolf, Dream Wolf, Mimic, Tanner, Robber, Witch
- 4 players: + Insomniac
- 5 players: + Insomniac + Werewolf
- 6 players: + Insomniac + Werewolf + Goblin
- 7 players: + Insomniac + Werewolf + Goblin + Seer
Evil Transformations (hard, 3-10 players)
- 3 players: Alpha Wolf, Sight Wolf, Mimic, Dream Wolf, Robber, Witch
- 4 players: + Insomniac
- 5 players: + Insomniac + Werewolf
- 6 players: + Insomniac + Werewolf + Goblin
- 7 players: + Insomniac + Werewolf + Goblin + Seer
- 8 players: + Insomniac + Werewolf + Goblin + Seer + Curator
- 9 players: + Insomniac + Werewolf + Goblin + Seer + Curator + Ghost Hunter
- 10 players: + Insomniac + Werewolf + Goblin + Seer + Curator + Ghost Hunter + Villager
Secret Alliances (medium, 6-10 players)
- 6 players: Assassin, Venus, Instigator, Werewolf, Alpha Wolf, Ghost Hunter, 2 Freemasons, Priest
- 7 players: + The Thing
- 8 players: + The Thing + Tracker
- 9 players: + The Thing + Tracker + Seer
- 10 players: + The Thing + Tracker + Seer + Mimic
Vampires vs. Villagers
Nightfall (beginner, 3-5 players)
- 3 players: Vampire, The Count, Priest, Tracker, Robber, Goblin
- 4 players: + Mimic
- 5 players: + Mimic + The Thing
Election Day (medium, 3-6 players)
- 3 players: Vampire, The Master, Mimic, Infected, Tracker, The Thing
- 4 players: + Instigator
- 5 players: + Instigator + Robber
Tokens on Special Offer (hard, 6-10 players)
- 6 players: The Count, The Master, Renfield, Tracker, Assassin, Robber, Priest, Venus, Goblin
- 7 players: + Mimic
- 8 players: + Mimic + Infected
- 9 players: + Mimic + Infected + Instigator
- 10 players: + Mimic + Infected + Instigator + The Thing
Swapping Frenzy (medium, 4-7 players)
- 4 players: Vampire, The Count, Goblin, Mimic, Witch, Robber, Insomniac
- 5 players: + Curator
- 6 players: + Curator + Villager
- 7 players: + Curator + Villager + Hunter
Well Protected (hard, 3-6 players)
- 3 players: Vampire, The Master, Assassin, Priest, Enlightener, Bodyguard
- 4 players: + Infected
- 5 players: + Infected + Renfield
- 6 players: + Infected + Renfield + Villager
Murderous Monster Chaos (hard, 4-6 players)
- 4 players: Vampire, The Count, The Master, Goblin, The Thing, Instigator, Infected
- 5 players: + Tracker
- 6 players: + Tracker + Renfield
One Against All? (hard, 4-7 players)
- 4 players: The Master, Mimic, Assassin, Tanner, Witch, Ghost Hunter, Infected
- 5 players: + Renfield
- 6 players: + Renfield + Venus
- 7 players: + Renfield + Venus + Villager
The Outlaws (hard, 6-10 players)
- 6 players: Vampire, The Master, Assassin, Tanner, Instigator, Ghost Hunter, 2 Freemasons, Infected
- 7 players: + Venus
- 8 players: + Venus + Mimic
- 9 players: + Venus + Mimic + Seer
- 10 players: + Venus + Mimic + Seer + Tracker
Cultured Cultists (hard, 8-10 players)
- 8 players: Vampire, The Count, Mimic, Renfield, Hunter, Seer, Robber, Goblin, Villager, 2 Freemasons
- 9 players: + Insomniac
- 10 players: + Insomniac + Bodyguard
Epic Battles: Werewolves vs. Vampires vs. Villagers
Epic Battle: Intertwined Fates (extreme, 4-8 players)
- 4 players: Vampire, The Count, Priest, Sight Wolf, Werewolf, Seer, Robber
- 5 players: + Witch
- 6 players: + Witch + Goblin
- 7 players: + Witch + Goblin + Venus
- 8 players: + Witch + Goblin + Venus + Tracker
Epic Battle: Blood Moon (extreme, 5-8 players)
- 5 players: Vampire, The Count, Tracker, Goblin, Werewolf, Sight Wolf, Robber, Insomniac
- 6 players: + Hunter
- 7 players: + Hunter + Venus
- 8 players: + Hunter + Venus + Priest
Epic Battle: Until the First Ray of Sunlight (extreme, 6-10 players)
- 6 players: Vampire, The Master, Goblin, Assassin, Robber, Sight Wolf, Werewolf, Bodyguard, Seer
- 7 players: + Priest
- 8 players: + Priest + Curator
- 9 players: + Priest + Curator + Dream Wolf
- 10 players: + Priest + Curator + Dream Wolf + Renfield
Epic Battle: The Last Showdown (extreme, 8-10 players)
- 8 players: The Master, Vampire, Renfield, Tracker, Enlightener, Witch, Alpha Wolf, Werewolf, Tanner, 2 Freemasons
- 9 players: + Instigator
- 10 players: + Instigator + Fortune Teller
Epic Battle: Final Boss (extreme, 4-10 players)
- 4 players: The Master, Alpha Wolf, The Thing, Seer, Fortune Teller, Enlightener, Witch
- 5 players: + Tanner
- 6 players: + Tanner + Ghost Hunter
- 7 players: + Tanner + Ghost Hunter + Renfield
- 8 players: + Tanner + Ghost Hunter + Renfield + Dream Wolf
- 9 players: + Tanner + Ghost Hunter + Renfield + Dream Wolf + Mimic
- 10 players: + Tanner + Ghost Hunter + Renfield + Dream Wolf + Mimic + Infected
Any Role Distribution
Anarchy (hard, 3-10 players) Shuffle all role cards and randomly draw 3 cards plus one more card per player. Then play with this combination of roles. Remember: you can play with a maximum of 3 werewolves or vampires.