Ultimate Werewolf: Extreme
Ultimate Werewolf: Extreme Rulebook
Table of Contents
Table of Contents
- Ultimate Games
- Rules Variations
- Nominating & Voting
- Moderator Guide
- Extreme Role Cards
- Apprentice Seer
- Aura Seer
- Beholder
- Bodyguard
- Chupacabra
- Cult Leader
- Cupid
- Cursed
- Dire Wolf*
- Diseased
- Doppelgänger
- Drunk
- Hoodlum
- Hunter
- Huntress
- Insomniac
- Lone Wolf
- Lycan
- Mason
- Minion
- Moderator
- Old Woman
- Pacifist
- Paranormal Investigator
- Priest
- Prince
- Revealer
- Seer
- Sorceress
- Spellcaster
- Tanner
- Tough Guy
- Troublemaker
- Vampire
- Village Idiot
- Villager
- Werewolf
- Witch
- Wolf Cub
- Wolf Man
- The Ivory Tower
- Recommended Role Counts by Player Count
Ultimate Games
Once you have a few basic games of Ultimate Werewolf Extreme under your belt, there are all sorts of variations that can be played. Typically this involves adding new roles to the game to make things more interesting, but it also can mean tweaking various rules. There's no right or wrong way to play!
Ultimate Game Setup
Discuss with all of the players which roles they would like in the game and which set of rules. The moderator should have the final say while still trying their best to accommodate all players.
Use the chart on the back of this rulebook to determine the proper mix of wolves, Villagers, and special roles; or create a new custom mix.
If playing with 3 or 4 players, keep the roles simple, such as playing with two Villagers and a Werewolf for 3 players, or three Villagers and a Werewolf for 4 players.
Use the App
The best way by far to set up a game is to use the Ultimate Werewolf Extreme Moderator app. Just set how many players you have, and a balanced deck is created for you automatically!
In addition, the app can be used to quickly add all the players and their roles to the game, and also to walk you through the day and night phases, helping to make sure you don't miss anything and that your game runs smoothly. See the Help section in the app for more details on using it.
Multiple Games
Once you get to more than 20 players in your group, consider splitting the group into multiple games; the games will go faster, and players will have more chances to take on special roles.
If you decide to split your group into multiple games, you'll need at least 1 moderator for each game, and the games should be far enough apart that they aren't disturbing each other.
Each copy of Ultimate Werewolf Extreme has enough cards and roles to run 3 simultaneous games of up to 25 players in each.
Game End Scenarios
When certain roles are in the game, the end of the game isn't as clear as "when the wolves are eliminated, the village team wins," and "if the wolves can't be outvoted during the day, the wolf team wins." That's because other roles can have different winning conditions, and some characters can upset the balance of the endgame.
In the case of all players being eliminated simultaneously (for example, if a hunter and wolf are the last two players, the wolf eliminates the hunter at night, and the hunter eliminates the wolf using their ability), the wolf team wins.
The moderator needs to be aware of these situations and plan for them accordingly. When you have an independent role in the mix, like the Tanner, the game could end early because they reached their winning condition before the village or wolf team.
Rules Variations
The following rules variations can be mixed and matched as you see fit; this allows your Ultimate Werewolf Extreme game to be fully customized.
Role Revealing
While the basic Ultimate Werewolf Extreme game has you reveal the specific role of each player after they are eliminated (by showing the eliminated player's card to all players), you might choose to handle this aspect differently. The following variants employ more limited role reveals.
No Night Reveal
The most popular reveal variation is the one you'll find recommended in the Ultimate Werewolf Extreme Pro rules: anyone eliminated during the day has their role revealed, while night eliminations are not revealed.
Wolf Team Reveal Only
This variant results in the moderator revealing only if the player was a wolf or not. Specific roles are never revealed. Sometimes it's obvious what those roles are. As the moderator, you'll need to call roles of eliminated players each night as necessary… for instance, if the Seer is eliminated on the 2nd night, you'll need to call them every night after the 2nd night and pretend to have them indicate a player to you. Sometimes the players will figure out who is eliminated; sometimes they won't. Only if it's plainly obvious to the players should the moderator skip an eliminated role that is called every night.
Team Reveals
Like wolf team reveal only, but whichever team the eliminated player was on is revealed (wolf, village, vampire, independent, etc.).
No Reveal
Following an elimination, nothing is revealed about the player except that they're eliminated. This provides the least information to the village team, and makes the game easier for the wolf team. Many experienced players love playing this variation, as it opens up many more possibilities for deception and trickery on the part of the wolf team (for instance, a wolf can claim to be the Seer, and the real Seer can't disprove it…instead you can have 2 or more players claiming to be the Seer at one time, with the players uncertain who really is the Seer, even after those players' eliminations).
With no reveal, you can have many more special roles in Ultimate Werewolf Extreme, as the players will not be able to easily claim roles because no one will know for sure when they are eliminated.
Variable Roles/Werewolves
Some roles, such as the Lone Wolf, Pacifist, and Village Idiot, benefit greatly if the players might be in the game. In order to pull this off, the players should be experienced and familiar with all of the potential roles. This also allows for there to be more roles in the game than otherwise. In addition, it can be fun to make the actual number of wolves uncertain as well. Uncertainty helps the wolf team more than the village team.
In order to set up a game with variable numbers of wolves or variable roles, mix the roles/wolves you want to be variable with a number of plain Villagers (the more Villagers, the better for the wolf team) and randomly discard a number of cards equal to how many Villagers you added. As the moderator, you may then look at the cards before you mix them with the rest of the roles so you have some idea of what you're in for. Remember to never mix the Seer or all the wolves in with the other roles… you always want at least 1 Seer and 1 wolf in a game.
Nominating & Voting
Changing how votes are cast and how players are accused can make the game more interesting, and also serve to speed it up or slow it down. The following variants change the standard accusation/vote process.
Two Player Accusations (Big Brother)
The first 2 players accused and seconded are voted on. The moderator designates the first player as thumbs up and the second as thumbs down. The players vote, and the player with the most votes is eliminated. In the case of a tie, both players are eliminated. This variant ensures at least one elimination per day, and can make the game move along quickly.
The Process of Elimination
One player declares that another player is safe, and is definitely not a wolf. At that point all the players (including the one who made the declaration that another player was safe) raise their hands, except for the safe player. Then the safe player declares another safe player, who puts their hand down, and so on until only 1 player has their hand up. That player is eliminated.
Discussion throughout the process is encouraged, and this method can make games much longer.
Secret Ballot (Survivor)
Each of the players writes down the name of another player. The moderator reads the ballots out loud, and the player who receives the most votes is eliminated.
If 2 or more players are tied for the most votes, there is a re-vote, but players may only write down the names of the players who were tied. If another tie occurs, all tied players are eliminated.
Multiple Games
When playing multiple simultaneous games, there are opportunities that add interesting options to the games, most of them involving players moving from one game to another.
This can result in wolves changing villages, having 2 Seers in 1 village (they get the same single vision each night), and all sorts of other interesting predicaments. As the moderator, you'll need to check the card of the player who is entering your game so that you're aware of these situations.
Each village votes on a player to ban each day prior to elimination. The banned player goes to another village immediately (or the next "day" if it is nighttime). Any role may move from one village to another, and that role should not be revealed to the players.
Moderator Guide
As the moderator, you'll be responsible for setting up the room, choosing the right set of roles for your group, explaining the game and answering questions, and leading them through the game. Ideally you should try to participate as a player in a game of Ultimate Werewolf Extreme before you moderate, but it isn't required.
As the moderator, your role is critical, but you are the least important "player" in the game. It's your job to make each of the other players feel that they are critical to the outcome of the game. You should be invisible during the day, only helping to facilitate voting and to resolve issues.
You'll avoid common mistakes and pitfalls by using the Ultimate Werewolf Extreme moderator app to set up and run your games, enabling you to be a much more effective moderator. While it's not absolutely required, we strongly suggest that you use it.
Atmosphere
Each moderator has their own style of moderating; some add significantly to the ambiance of the game, some keep their involvement to as little as possible and let the players create the story. There's no right or wrong way to moderate, and the players will undoubtedly push you in one direction or another as the game progresses.
Room Setup
Try to keep the room where Ultimate Werewolf Extreme is played as quiet as possible, and limit the number of Ultimate Werewolf Extreme games to 1 per room (unless the room is large enough to support 2 games where 1 game won't disturb the other).
Arrange the chairs in a circle, giving each player a few inches of space on either side of their chair. Some moderators prefer to play with a table (or tables) in the center of the chairs, as it allows for an easy place for players to put name card tents and cards. Some moderators like the intimacy created by empty space between the players, which also allows them to walk into the middle of the circle. If possible, allow for enough space between the chairs and the walls so that the moderator can walk behind the players, and so that the players who are eliminated can leave the circle but still watch the game.
If you're playing with people who don't know each other, provide a name card tent (a small folded piece of paper) and marker to each of the players. Name badges/stickers for the players work great as well.
The Moderator Score Pad
If you aren't using the app, the moderator score pad helps you to keep track of roles and other special circumstances depending on the roles and variants that you're playing with.
When you are setting up the game, list the special roles on the left column. Circle the dot to the left of each of the roles that has to be called each night. Enter the roles in the order that they should be called (e.g. wolves before Witch).
On the first night, write the name of the player with that role to the right of the role. If you aren't using name card tents or badges and don't know the players' names by heart, use descriptors like "Hawaiian shirt" to help you remember the person in each role.
Use the other columns to track victims (this is especially useful in games with lots of roles called out each night so you don't forget who was targeted), cult members, and other special events as necessary.
As a reminder, you won't need this if you're using the app, which takes care of much of this busywork for you.
Shoulder Tapping
Some special roles require tapping the shoulder of a player to alert them to a new role, a new power, or something else. As a rule, tell the player that if they are tapped on the shoulder they should open their eyes. Tap the players on the shoulder during the appropriate call for things like letting the Apprentice Seer know that the Seer is eliminated and that they are the new Seer.
Tilting the Game
Different roles have varying amounts of impact on each team, indicated at the bottom of the fence post of each card. The higher the positive number, the more the game will favor the village team. The greater the negative value, the more the game will favor the wolf team. Keeping the sum close to zero will result in the most balanced game possible.
If your group contains many people who don't know each other, the wolf team will usually have an advantage. Add about +5 points worth of special roles in order to balance the game.
If your group contains mostly experienced players who have played Ultimate Werewolf Extreme together, the wolves need a boost; the balance should be a negative number for that group.
Explaining to New Players
Once everyone has been seated, the person who is moderating should start explaining the game of Ultimate Werewolf Extreme. Cover the following topics:
- A village with wolves in it
- Winning conditions for each team
- The basic day/night flow
- Rules about nighttime
- Rules about elimination
- Roles in the game
- Eliminated players must be quiet/leave
After this explanation, it's time to take questions from the players (you don't want them asking questions about gameplay after the role cards have been dealt out, as it might look to the other players as if they have a special role).
Keeping the Game Moving
If this is the first game of Ultimate Werewolf Extreme for many of the players, it will take a little longer than subsequent games. At the same time, part of your role as moderator is to keep the game moving, and if conversation starts to falter, to encourage accusations. However, be careful not to add any editorial opinions or information that can be interpreted by the players to provide the identities of any roles.
Keeping the number of nighttime wake-up roles limited will help keep the game moving fast (and be easier to manage for the moderator).
Some groups will procrastinate in their accusations or just not talk that much on the first day when there is very little information to go off of. As the moderator, encourage the village to accuse a player for elimination because "it's getting late." After a few warnings, put the village to sleep without an elimination. A good moderator can get the game moving at a brisk pace by providing a single warning each day, and then just putting the village to sleep a few minutes later if they still haven't voted enough players or have an elimination take place.
Use a timer with a short time limit for each day's discussion (see the Use a Timer section below).
While it's good to keep the game moving, part of the fun of Ultimate Werewolf Extreme is the discussion process. If the group is actively involved in a heated debate, you probably want to let the discussion continue for a little while, even if the day is longer than usual.
Use a Timer
Always use a timer when playing Ultimate Werewolf Extreme. You can use anything from a wall clock to a generic timer app to the free Ultimate Werewolf moderator app (the latter is highly recommended as it automates many of the timer's functions).
Timers not only make games flow faster, but they add a sense of urgency to player deliberations.
Timers do have another impact on gameplay: they favor the wolf team. Wolves are much more likely to avoid being eliminated during the day if night comes quickly without ample time for discussion. The moderator should decide how long to make each day and when to let a day go longer because the discussion is robust. Players will typically want longer days, but resist the urge to set the time of each day too long, or you're not much better off than not using a timer.
To properly use any timer, set the time for each day, which starts after the moderator reveals who was eliminated the previous night. When time runs out, the day is over, and if no one was eliminated, that's too bad for the village, as night comes, and the wolves get to target someone for elimination.
The first day should always be the longest day, with each subsequent day getting shorter.
Because there's a lot of tension towards the end of the game, it can be a good idea to extend the last day (or if the game will be over if the players eliminate the wrong/right player) by a few minutes. However, even a 3 person village shouldn't require more than a few minutes of discussion between players; a last round can go on ridiculously long as the players discuss their options ad-nauseum.
Be sure that all players can see the timer as it counts down, so everyone is aware of how much time they have left.
When time is up for the day, it's the moderator's decision on how to proceed:
- The day ends and everyone falls asleep instantly.
- Any nomination that is being defended and discussed is voted on immediately, and regardless of the outcome, the village falls asleep instantly.
- The players have a few seconds to nominate a player, and they have a very abbreviated time (less than a minute) to defend themselves from the vote.
The moderator should be consistent when time is up, so the players know what to expect.
Night Moderator Behavior
Each night as you call out the roles, be sure to walk around the players, changing directions often, being sure not to speak directly to anyone. Take different amounts of time between your requests, so the players can't deduce anything from how long it took you to do any action.
When calling out roles at nighttime, refrain from gender-based pronouns like he and she, and his and hers. This can give information to the group that would be unfair if you happen to be accurate. This tends to be more of a problem later in the game, often when a single wolf remains, so be extra aware of avoiding pronoun usage then.
Moderator Mistakes
You may make a mistake when moderating. Because of the hidden nature of roles, it might be difficult for the players to tell you (for instance, if you accidentally eliminate a different target than the wolves indicated). In most cases, if you can correct the mistake by stating that you made a mistake and undoing something, without having a negative impact on the game, that's the best thing to do. If it's too late and the mistake has had an impact on gameplay in favor of one team or another, try to balance the mistake if possible.
If you forget to call a role or do something else at night, put the players back to sleep immediately and correct the mistake.
Using the Ultimate Werewolf Extreme moderator app will reduce the number of mistakes made, as it has prompts built in to remind you of all night actions, and records things like which players are eliminated or otherwise affected by special abilities.
Team Building
Ultimate Werewolf Extreme is a great team building exercise when played properly. It's a great way to get to know people on a team that doesn't normally have a great amount of interaction, and a fun way for a team to build relationships on a personal level. Ultimate Werewolf Extreme provides several stimulating problem-solving tasks that help group members develop their capacity to work effectively together, including decision-making, logic, and especially the ability to convey their opinions and build trust within their group.
Ultimate Werewolf Extreme can be played in meetings, following presentations, and as part of larger workshops, as a refreshing break from back-to-back seminars, education programs, or corporate training. Ultimate Werewolf Extreme games may be adapted for virtually any setting, young or old players, large or small groups, and across cultures.
Much depends on the role played by the moderator (who is typically the facilitator of the overall team-building program). In the hands of an excellent moderator, even the most basic game of Ultimate Werewolf Extreme can become a significant experience for participants.
Post-Game Analysis
An important part of team building exercises is the participants' reflection and discussion about the activity, how they approached the situation, and possible points of learning. The post-game discussion is the area that the moderator/facilitator should focus on.
Immediately following a game of Ultimate Werewolf Extreme, have a focused group conversation about the game, how things played out, and why different players chose different actions throughout the game.
First, separate the players into their respective teams, then have each of the participants briefly talk about their experience in the role that they had. Don't let the special roles overshadow the plain Villagers: being a Villager and keeping under the radar or being falsely accused can be just as intriguing as one of the more visible roles.
Second, ask the teams what they would have done differently in hindsight. What mistakes did they make? Were there lapses in logic?
Third, direct the players to discuss who among them was the best leader during the game. Who did they trust the most, and was there a real or just perceived reason to trust them? Who seemed suspicious? Who played the "under the radar" and survived to the end as a result?
Prizes vs. Just Winning
Everyone likes to win, but sweetening the pot with a token prize (gift cards, t-shirts, etc.) tends to enhance the intensity and level of participation for most players.
Things to Watch Out For
Ultimate Werewolf Extreme involves misdirection, bluffing, and lying directly to other people. While this is done in the context of a game, it needs to be made very clear to all players that playing this game successfully requires those tactics. What happens in Ultimate Werewolf Extreme should stay in Ultimate Werewolf Extreme; depending on the maturity level of the group, this may need to be emphasized.
Because players who are eliminated early are still watching the game, there's often an urge to comment or make obvious motions/noises when something happens that the eliminated player finds particular frustrating or bad for their team. Before the game, and after the first few players are eliminated, remind them to be quiet and not communicate anything to the players in the game, because that really does wreck the game for everyone.
Encourage eliminated players to stick around to watch the game play out. It's fascinating for those players to see who are in each of the roles and then to watch the game unfold with that knowledge.
Building a Deck for Gameplay
Part of the fun of Ultimate Werewolf Extreme is setting up different games with different roles and seeing how the games play out. Unless the game is severely imbalanced (try to avoid this by keeping the sum of the role balance number in the lower left close to zero), you'll probably still have a great game on your hands. Sometimes an odd set of roles can make for a game that's much more compelling than you'd expect.
The Ultimate Werewolf moderator app is your best bet for creating a deck that's both fun and well balanced. However, you can certainly be creative and manually come up with your own set of cards, just use the following guidelines in conjunction with keeping the role balance close to zero:
Always include plain "vanilla" Villagers. Villagers with no powers might be less interesting to play to some, but they keep the village going and provide a baseline for all the other special powers in the game. If you're using "full role reveal," where all players know the role of each player when they are eliminated, night or day, you must have more plain Villagers than normal, or a game will quickly devolve into each of the village team's players stating their roles, leaving the wolf team quickly exposed. You can get away with fewer plain Villagers if you don't tell the players what roles are in the game, but then you'll either need to provide the rules to the players or ensure that everyone knows what each possible role does. Another reason to include plenty of plain Villagers is that it provides a nice break from some of the more stressful roles in the game, and makes getting special roles occasionally that much more exciting.
The more people know each other, the more you need to help the wolf team. A group of total strangers playing a balanced game of Ultimate Werewolf Extreme usually favors the wolf team, and the opposite is true as well. The more the same group plays Ultimate Werewolf Extreme together, the more you'll need to boost the wolf team (or reduce the village team) to keep things fair.
Adapt to fluctuating player counts. Players tend to drift in and out of Ultimate Werewolf Extreme games right before they start. When you're setting up a game, it seems likely but not guaranteed that there will be a few more players joining, put a few low-impact roles (Villagers, etc.) off to the side that you can add in without severely affecting the balance. Once 3 or 4 more additional players have joined, re-review the deck and determine if the original mix of roles still makes sense (often you'll be able to add 1 or 2 additional special roles).
The more players, the more special roles. In low player count games, each special role has a greater impact on the balance of the game than in high player count games. The ratio of special roles (including wolves) to Villagers in low player count games (fewer than 15 players) should be closer to 1:1. As you increase player count, increase the special role ratio up to and above 3:1.
Role Card Parts
The parts of a role card are detailed below.
Team: The background of the card indicates which team the role is on.
Fence Post Color: The color of the fence post shows the role's team and position on that team: dark blue for a plain Villager, light blue for village team support, dark red for a wolf, pink for wolf team support, brown for an independent team, a combination of pink and light blue for team switching roles, and purple for vampires.
Info Value: The number of vertical hashmarks is how much info the village team will get from this role. A metal cap on the post is worth -1, while a metal cap with a horizontal hashmark is worth -2. These values are used primarily by experienced moderators to set up games using Ultimate Werewolf Extreme Pro rules (sold separately).
Name: The card's role name is shown at the top of the fence post.
Minor Wolf*: If a small asterisk appears to the right of a wolf's name, that is a minor wolf, which is not as powerful as a regular Werewolf due to some sort of limitation.
Special Considerations: Fence posts may have one of the following marks on them:
- Eye: A Seer is required to use this role.
- Circle with a slash: No independent roles should be used when this role is in play.
- Shield: A protector role (no more than 1 protector role should be in a game when there is at least 1 Seer in play). Protectors may not protect themselves.
Village Team Role Balance: The number at the bottom of the fence post is the impact this role will have on the village team. When you choose roles for a game, aim for the total of the numbers on all cards in the game to be as close to zero as possible. A positive total helps the village team, while a negative total helps the wolf team.
Game Length: The length of the fence indicates if the game will be longer or shorter with that role. You can spot the difference in fence lengths along the lower left edge of the fence.
Wake Order and Frequency: The position of the dark moon on the fence shows the wake order of the role relative to other roles; if the moon is to the left it wakes earlier than roles with the moon to the right. The size of the moon determines how often the role is woken and for how long; the more of the moon you see, the more often the role will be woken up, and usually for longer than for smaller moons.
Description: The text on the fence at the bottom of the card has a brief description of its use in the game.
Moderator Difficulty: The more ragged and pointy the fence, the more difficult it will be to successfully moderate the role well. Roles with high moderator difficulty typically require you to track information or pay attention to specific players or actions in addition to your regular tasks as a moderator.
Extreme Role Cards
The following role cards are included in Ultimate Werewolf Extreme (see the front page of this rulebook for exact counts of each card). Clarifications and additional rules not shown on those cards are presented below in alphabetical order, with the colored bar behind the text matching the color of the fence post on the card.
Apprentice Seer
The Apprentice Seer wakes each night and is asked to look for wolves, but doesn't view any results until the Seer has been eliminated.
Aura Seer
The moderator gives the Aura Seer a thumbs up for players that are neither a plain Villager nor a plain Werewolf.
Beholder
If playing with multiple seers, determine ahead of time which seer(s) the Beholder will view the first night.
Bodyguard
The Bodyguard may not protect the same player twice in a row, and may not choose themselves.
Chupacabra
Chupacabra wins if all other players are eliminated.
Cult Leader
Cult members do not change teams; just like real life, they are blissfully unaware they are in a cult. Once the Cult Leader is eliminated, all players are no longer part of the Cult (even if all other players had joined the cult at the same time the Cult Leader was eliminated).
Cupid
Cupid may point at themselves. During the first night, the moderator taps Cupid's targets so they can see who each other are.
If the 2 players are on different teams, they become their own team and only win if they are the last 2 players in the game. However, if 1 of the 2 players is a villager and the other is on the wolf team but not a wolf, then both players join the village team. This overrides other winning conditions of those players.
Cursed
Each night, the moderator wakes the Cursed and gives them a thumbs up if they have switched teams. Once they have switched teams, the moderator continues to wake them so the players do not know the Cursed has been changed.
Dire Wolf*
The moderator should note the name of the chosen player next to the Dire Wolf on the scorepad to make it easier to track. If the Dire Wolf is eliminated, the chosen player is not affected. If the Dire Wolf is the last wolf left in the game, they are no longer affected by the chosen player's elimination.
Diseased
The wolves are told the morning after they have eliminated the Diseased that they aren't feeling well, and won't be able to target anyone the following night.
Doppelgänger
Until their target is eliminated, the Doppelgänger is on the village team. The moderator indicates to the Doppelgänger what their new role is by secretly tapping them on the shoulder at night once their target is eliminated and shows the new role to them.
If the Doppelganger's target requires first night setup, or if the target has used up their ability (such as the Witch), the Doppelgänger does not get to use the ability of the eliminated player.
Drunk
The moderator chooses a secret role for the Drunk at the beginning of the game. On the 3rd night, the moderator wakes the Drunk and shows that player their real role. The Seer always sees the Drunk's real role.
During deck preparation, mix a Werewolf, a Villager, and most or all of the other special roles together and pull 1 out without showing it to the players; that will be the Drunk's role. Put the other cards back in the deck and deal them as normal to the players.
Hoodlum
When the Hoodlum wins, all other teams lose.
Hunter
If the Hunter is eliminated at night, the Hunter is told they are eliminated the next morning, at which time they may eliminate any other player. No one may talk until the Hunter makes their decision.
If using more than 1 Hunter, don't tell the players how many Hunters are in the game.
Huntress
The Huntress is woken up every night even after they have used their power, unless it is obvious to the players that they have already done so.
Insomniac
The moderator does not tell the Insomniac if 1 or 2 players sitting next to the Insomniac woke up at night, just that at least 1 of those players woke up that night. If a player next to the Insomniac is eliminated at night, the Insomniac "sees" that player, not the player next to the eliminated player.
Lone Wolf
Even though the Lone Wolf is on their own team, they wake with the other wolves each night. The Lone Wolf also wins if only one other non-wolf player remains in the game. The Lone Wolf does not need to be eliminated for the other wolves to win.
Lycan
Be sure to give a thumbs up to the Seer when they view the Lycan, as if they were a wolf.
Mason
No one in the village may directly or indirectly speak of the Masons, or the players who speak of them are eliminated that night by the secret society in order to keep it a secret. If they are eliminated by the secret society, they automatically lose, even if they are on a winning team.
The moderator needs to use discretion here; it's much better for gameplay if the subject is never discussed directly or indirectly by the players. If a player says: "well, Bobby knew Joe was safe, but Bobby's not the Seer," that's a clear reference to the Masons, so that player should be eliminated.
For game setup, each Mason takes up a separate Village Support slot.
Minion
The wolves do not learn who the Minion is. The Minion does not learn special role information other than which players are on the wolf team.
Moderator
The first night, the player with the moderator card starts moderating.
Old Woman
The Old Woman's target may not take part in discussions, elimination, or any other activities that happen during the day. The Old Woman may not target themselves or the same player twice in one game.
Pacifist
This role should be added at random to the deck; players should not know for certain if this role is included.
Paranormal Investigator
The moderator does not say which or how many of those players is a wolf.
Priest
The Priest may not choose themselves. If the Priest is eliminated after giving their blessing, that player is still protected.
Prince
The village falls asleep immediately after this failed elimination, as if it was successful. Note this is only for voting to be eliminated. If you are eliminated during the night, you go normally.
Revealer
If the Revealer points to a lycan, the lycan is eliminated and not the Revealer. Do not indicate to the Revealer if their target is a wolf or lycan when they point.
Seer
The moderator gives a thumbs up if the Seer points to a wolf, and a thumbs down if the Seer points to anyone else. The Seer only views wolves, not any other kind of role.
Sorceress
The moderator gives a thumbs up if the Sorceress points to the Seer. The Sorceress does not know who the wolves are.
Spellcaster
The moderator tells the village which player is silenced at the beginning of each day.
Tanner
When the Tanner wins, all other teams lose.
Tough Guy
The Tough Guy is not notified that they were targeted, but they will be eliminated the following night.
Troublemaker
Each night, wake the Troublemaker. If they nod their head, the next day 2 players are eliminated instead of 1.
Vampire
Vampires can't be eliminated by wolves at night.
Village Idiot
Players should not know for certain if this role is included.
Villager
Villagers do not wake up at night, and have no special abilities.
Werewolf
All wolves must agree on a target. If the wolves spend more than 30 seconds determining a target, they fall back asleep and may not choose a target that night. Wolves may not target another wolf at night.
Witch
The moderator points to the player(s) targeted for elimination at night. The Witch may save 1 of the targets from elimination or choose a new player to eliminate. Once the Witch uses either power, they no longer learn who was targeted each night.
Wolf Cub
The moderator asks the wolves to choose 2 targets the night following the Wolf Cub's elimination.
Wolf Man
All roles that detect wolves see the Wolf Man as a villager.
The Ivory Tower
The Ivory Tower is given to the first player eliminated from the game. In the subsequent game, that player may not be the first player eliminated (by any method).
Recommended Role Counts by Player Count
Recommended mixes are marked for 8-18 players. Dire Wolf is strongly recommended as the minor wolf. You may switch 1 plain Villager or Team Switcher for an independent role.
| Players | Plain Wolf | Special Wolf | Minor Wolf | Wolf Support | Team Switcher | Village Support | Plain Villager | Info Total |
|---|---|---|---|---|---|---|---|---|
| 5 | 1 | 1 | 3 | 0 | ||||
| 6 | 1 | 1 | 2 | 3 | 0 | |||
| 7 | 1 | 1 | 2 | 3 | 1 | |||
| 8 | 1 | 1 | 2 | 4 | 1 | |||
| 9 | 1 | 1 | 2 | 5 | 1 | |||
| 10 | 1 | 1 | 1 | 2 | 5 | 1 | ||
| 11 | 1 | 1 | 1 | 3 | 5 | 2 | ||
| 12 | 1 | 1 | 3 | 6 | 2 | |||
| 13 | 1 | 2 | 3 | 7 | 2 | |||
| 14 | 1 | 1 | 1 | 1 | 3 | 7 | 2 | |
| 15 | 1 | 2 | 1 | 4 | 7 | 3 | ||
| 16 | 2 | 1 | 1 | 4 | 8 | 3 | ||
| 17 | 2 | 2 | 4 | 9 | 3 | |||
| 18 | 2 | 1 | 1 | 1 | 4 | 9 | 3 | |
| 19 | 2 | 2 | 1 | 5 | 9 | 4 | ||
| 20 | 2 | 2 | 1 | 5 | 10 |