One Night Werewolf: Super Powers
One Night Werewolf: Super Powers Rulebook
Table of Contents
Table of Contents
1. Cards (Roles)
- Psychic: The Psychic can secretly look at one of the other cards. He's very important for the human team. Tell the others what you've seen!
- Ninja: The Ninja can exchange his card for another's (exchange technique). Once exchanged, he becomes this new role fully.
- CIA agent: The CIA agent awakes at night with the Werewolves, but must never say what he saw. He can try to convince the others, pretending he is another role, but he must never say he's a CIA agent.
- Madman: The Madman loves the Werewolves, even though he's not one. So he's on the Werewolf team. He has no special power, but must try to lie to the others to save the Werewolves.
- Werewolves: The Werewolves must confuse the villagers so that they don't realize who he is. If you are two Werewolves, work together.
2. Card Set for Each Player Count
Always use two more cards than the number of players. You can use any combination, but the below is recommended. You can mix it with other sets too.
| Players | Werewolves | Psychic | Ninja | CIA | Madman |
|---|---|---|---|---|---|
| 3 | 1 | 1 | 1 | 0~2 | 0~2 |
| 4 | 1~2 | 1 | 1 | 0~2 | 0~2 |
| 5 | 2 | 1 | 1 | 0~2 | 0~2 |
| 6/7 | 2 | 1 | 1 | 2 | 2 |
Note: the printed 6/7 row totals 8 cards, while the rule "two more cards than players" would give 9 for 7 players. The sheet's 7-player setup note ("just 1 card left in the middle") matches the 8-card total, so the table is transcribed as printed.
3. Setup (How to Play on 4 Players)
- The oldest player will play as the "game master". (The game master will also participate in the game and can win or lose.)
- Use 6 cards (1 Werewolves, 1 Psychic, 1 Ninja, 2 CIA, 1 Madman).
- Shuffle and deal 1 card to each player (even the game master). Each player looks at his card. Take care so that no one else sees.
- Let the remaining 2 cards lie in the middle of the table. (On 7 players, there's just 1 card left. It stays in the middle.)
- The master reads aloud all possible roles. (This is done until everyone knows the roles by heart.)
- Slide all cards close to the middle cards, face down. It should still be obvious which card belongs to whom.
Layout: slide the cards so that they are close to the middle card(s).
4. Flow of the Game (How to Play on 4 Players)
Night Phase
During the night phase, the roles act in secret.
- The master says "It's night!"
- Everyone (the master too) closes their eyes, and in order not to hear the others move, taps the table together.
- The action order during night is Werewolves + CIA, then Psychic, then Ninja.
- The master says aloud who should act (see to it that people don't hear who your role is!).
First, the Werewolves + CIA turn
- Master says "The Werewolves awake, start!"
- The Werewolves (and CIA) open their eyes and look at the others. (If the CIA is alone, he will know who the Werewolves are, but they won't! If there are 2 CIA, no one will know anything.)
- Then they close their eyes again.
Second, the Psychic's turn
- Master says "Psychic, use your power!"
- The Psychic opens his eyes and may either look at 1 player card, or the two cards in the middle. (Try not to make a sound.)
Third, the Ninja's turn
- Master says "Ninja, exchange!"
- The Ninja opens his eyes and MAY exchange his card for another. (Take care not to make a sound.) If you exchange cards, look at the new one.
- If you pick a Werewolf or Madman, you are now a Werewolf or Madman, and the other player is now the Ninja. You must play as a Werewolf or Madman as well as you can. (The other player won't know he's become a Ninja.)
Each turn is limited to 10 seconds. Each player should count to 10 seconds in his head, and then say "ten!". When all players have said that, the turn is over.
Daybreak
The long night is over, and everyone gathers in the village to find out whodunnit.
- Master says "It's morning, everyone open their eyes", and everyone does.
Discussion (5–10 minutes)
The time is just a rule of thumb. You can play with a timed 60 second day phase or as long as you wish.
- Master says "Then, Discussion, start!", and starts a timer.
- The players discuss who might be a Werewolf. The human team wants to find them, the Werewolves want to stay hidden, the Madman should help the Werewolves, and so on.
- You may not look at any card during discussion, not even your own!
Discussion points:
- The Psychic's result
- The Ninja exchange
- Who is a CIA in disguise
- Who is the Madman
- Who is who?
- etc.
Further notes:
- The Werewolves can pretend to be the Psychic or the Ninja, and try to convince the others of false things.
- The CIA agents can tell the others what they have seen, but pretend to be someone else than they are. Even if the Psychic or Ninja claim that you are a CIA agent, you must never confess.
- If you conclude that there is no Werewolf in town (peaceful village), you can always agree that everyone votes on the person on his left, in which case no one is killed.
- If there actually are no Werewolves among the players, the Madman returns to being a normal human being. So the Madman must be flexible.
The below things are forbidden, unless you house rule otherwise:
- Reveal that you are a Werewolf.
- Reveal that you are a CIA agent.
- Say something that makes it obvious that you are a CIA agent.
Voting Phase
- When discussion is done, the master says "It's time to vote."
- On one-two-three, everyone points at the one they want to kill.
- The player(s) with the most votes is killed. He flips his card and reveals his role. Then everyone flips their cards, and the winning team is decided.
5. Winning and Losing
- If (one of) the killed player(s) was a Werewolf: the humans win (even if there is one Werewolf left).
- If the killed player was a Madman: the Werewolves (and the Madman) win.
- If (all of) the killed player(s) was something else: the Werewolves (and the Madman) win.
- If there is a tie for most votes: all those with most votes are killed.
- If everyone votes differently: no one is killed. If there is at least one Werewolf in the village, the Werewolves win. Otherwise, everyone wins.