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One Night Ultimate Werewolf

One Night Ultimate Werewolf Rulebook

Table of Contents

Table of Contents

  • Objective
  • Setup
  • Night Phase
  • Day Phase
  • Game End
  • The Roles
  • Variants and Tips

Objective

Every player is on the village team or the werewolf team (with a few exceptions like the Tanner). The village wins if at least one Werewolf dies, or if no one is a Werewolf and no one dies. The werewolf team wins only if at least one player is a Werewolf and no Werewolf is killed. The game lasts exactly one night and one day.

Setup

Setup varies by player count (3–10). There must always be three more cards than players. Shuffle the selected role cards, deal one face down to each player, and place the remaining three cards face down in the center. Each player secretly views their card and places it face down in front of them. One player is the Announcer, who reads the night script in wake order (or use the free Bezier Games app instead). Players who are not active must not move, point, or communicate.

Important: because some roles change other players' cards during the night, your role at the end is whatever card is currently in front of you — which may differ from your original. No one may look at any cards after the night phase.

Night Phase

All players close their eyes. The Announcer calls each role that is in play, in the Night Wake Order, pausing after each. Only the roles listed below that are in your game are called:

  1. Doppelgänger
  2. Werewolves
  3. Minion
  4. Masons
  5. Seer
  6. Robber
  7. Troublemaker
  8. Drunk
  9. Insomniac (9a. Doppelgänger/Insomniac)

The Villager, Tanner, and Hunter never wake at night.

Day Phase

After the night, players open their eyes and discuss who they believe the Werewolves are. Players may say anything (and lie) but may never show their card. After a few minutes, on the Announcer's count, everyone simultaneously points at another player to vote.

Game End

  • The player with the most votes dies and reveals their card. Ties: all players tied for the most votes die.
  • If no player receives more than one vote, no one dies (a group may achieve this by all pointing the same direction).

Then resolve the win conditions above (and the Hunter/Tanner special rules). It is possible for no one to be a Werewolf (if all Werewolf cards are in the center), in which case the village wins if no one dies.

The Roles

  • Villager: no ability; definitely not a werewolf. Village team.
  • Werewolf: at night, all Werewolves open their eyes and see each other. If a lone Werewolf, they may instead view one center card ("Lone Wolf"). Werewolf team.
  • Minion: wakes after the Werewolves and sees who they are (the Werewolves don't learn who the Minion is). Werewolf team — wins if no Werewolf dies (even if the Minion dies), or, if no one is a Werewolf, if another (non-Minion) player dies.
  • Mason: always use both. Masons wake and see each other (a missing partner is in the center). Village team.
  • Seer: may look at one other player's card, or at two of the center cards (without moving them). Village team.
  • Robber: may swap their card with another player's (placing the Robber card there) and then view the new card — becoming that role's team, but not taking its night action. The robbed player becomes a Villager (team). Village team if they don't rob.
  • Troublemaker: may swap two other players' cards without looking. Those players become their new roles. Village team.
  • Drunk: must exchange their card with a center card without looking, becoming that new (unknown) role and team.
  • Insomniac: wakes last and looks at their own card to see if it changed during the night. Village team. (Only used with the Robber and/or Troublemaker.)
  • Tanner: hates their job and only wins if they die. If the Tanner dies and no Werewolf dies, the Werewolves do not win; if the Tanner and a Werewolf both die, the village also wins. The Tanner is on neither team.
  • Hunter: if the Hunter dies, the player they are pointing at also dies. Village team.
  • Doppelgänger: wakes first and views another player's card, becoming that role and team. If the viewed role has an immediate night action (Seer, Robber, Troublemaker, Drunk), she does it now; if Werewolf/Mason/Minion, she wakes with them; if Villager/Tanner/Hunter, nothing. (An Insomniac Doppelgänger is re-woken at 9a to check her card.)

Variants and Tips

You can play with virtually any combination of roles (always 3 more cards than players), even a village with no plain Villager cards. Role tokens can display which roles are in play (their numbers match the wake order), be drawn from a bag to randomize the setup, or be used during the day to mark "verified" cards. For tournaments, award a chip to each game's winners until someone reaches a target number.