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Werewolf in the Dark: Wolf Pack

Werewolf in the Dark: Wolf Pack Rulebook

Table of Contents

Table of Contents

  • Part 1: Werewolf in the Dark (official English rules)
    • Goals
    • Components
    • Introduction and the 3 Rules
    • Setup
    • Gameplay
      • The Know Phase (only happens once at the beginning of each game)
      • Night Phase
      • Body Found
      • Ghosts
      • Day Phase
      • Dusk Phase
    • Game End
    • Knowing Characters
    • Glossary
    • Other Rules and Tips
  • Part 2: Wolf Pack Edition Rules (translated from the Spanish rulebook)
    • What is in the box
    • Basic summary of the game
    • Danger!
    • Winning
    • Anatomy of the character cards
    • Setup
    • Know phase
    • Night phase
      • Finding a dead body
      • Returning to the sanctuary
    • Day phase
    • Ghosts

Part 1: Werewolf in the Dark (official English rules)

6-30 players, 10-45 minutes, ages 17+.

Goals

  • Monsters win when Monsters are no longer a minority.
  • Villains win when all Monsters are eliminated.
  • Villagers win when all Monsters AND Villains are eliminated, OR if no players are killed during a Night phase.

Components

  • 54 Character cards
  • 30 Ghost tokens
  • Not included: LED candles (for Ghosts); cell phones (as a timekeeper and an LED substitute)

Introduction and the 3 Rules

Welcome to Werewolf in the Dark, the game where you hunt or hide in the pitch black of night. The darker you make your play area, the better. Because of this dark environment, there are 3 main rules you must always remember:

Rule #1: Never cause bodily harm. Do not cause harm to yourself or others. To help you prevent any injuries, here are some pro tips:

  • Familiarize everyone with and explore the environment of the play area (house, outdoors, summer camp) before the lights go out.
  • Wear shoes to prevent injury from stubbing toes or stepping on others.
  • Move all furniture to create as open and safe a space as possible.
  • Remove any possible sharp objects or breakables from the play area.
  • The Door Rule: Do not open or close doors during play - a partially open door (or a closed door that was once open) can cause injury.
  • Do not climb on or move furniture during play.
  • Try not to run.
  • The Stair Rule: Do not obstruct stairs in any way. If you are on stairs, do not remain there.

Rule #2: Never cause harm to property.

  • Do not climb on or move furniture during play.
  • The Door Rule suggests you keep all precious property in a room or closet, keeping in mind that if a door is closed, it cannot be opened during game, and if a door is open, it cannot be closed during play.

Rule #3: Play at your own risk.

  • If this game seems like it might be too dangerous for you or your friends, you probably shouldn't play.
  • If you are not comfortable with a game involving fear, touching, darkness, or anything else this game involves, stop playing at any time. This game is only fun if ALL players are enjoying themselves. Please do not feel pressured to play. Consent is crucial.
  • Tuesday Knight Games is fully responsible for any fun had by all, but is in no way responsible for any injuries or otherwise.

Setup

Assemble at least 6 players. Werewolf in the Dark is meant to be played with a large group of people. Gather between 6 to 30 players.

Determine who will be the Guide for the first Dusk phase of the game.

Turn off all the lights (if playing indoors) except for one central meeting room. This central meeting room with the lights on is Sanctuary. You need the light to teach the game, pass out Character cards, and provide a safe place to return after each Night phase.

Place all Ghost tokens facedown in Sanctuary. These tokens are only used by dead players.

Gather LED candles or other light sources. When players are eliminated in Werewolf in the Dark, they come back the following Night phases as Ghosts. Ghosts use dim light sources. This can be LED candles, phone screens (not flashlights) on their dimmest possible setting, or regular flashlights with obstructed lenses (e.g. a flashlight covered in a black sock).

Select and shuffle a number of Character cards equal to the number of players, and deal 1 to each player. Character cards represent roles players take on each game. A majority of players should be Villagers. A good starting ratio for Villagers to Monsters is 1 Monster for up to 9 Villagers. However, feel free to adjust this ratio based upon your group's playstyle. For example, if the Monsters are consistently losing, you should add another Monster.

Return all Character cards after all players have secretly viewed and memorized their roles.

Gameplay

Character cards: Each Character card is labeled as either Monster, Villager, or Villain. These three factions have their own goals (see Game End below). Each Character card describes its own abilities. Character abilities can break established rules, create additional goals, or even change a character's faction in specific situations.

The Know Phase (only happens once at the beginning of each game)

During the Know phase, a Guide calls out the roles of Characters who "know" another Character. The Guide calls these roles separately so players with these specific roles only see whom they are intended to see. See the Knowing Characters section below for a list of these Characters.

A Guide can be an active player in the game as long as they keep their eyes closed when indicated (just like everyone else). Here is a typical example of guiding the Know phase:

"Everyone, close your eyes."

"Werewolves, open your eyes. Look at one another. These are your fellow Werewolves. If you need to, as silently as you can, raise a hand so your fellow Werewolves can see you. Werewolves, I hope that was enough time to find your fellow Werewolves. Werewolves, close your eyes. Everyone's eyes should be closed."

"Moby and Ahab, open your eyes. Look at one another. Know who each other are. Moby and Ahab, I hope that was enough time to find one another. Moby and Ahab, close your eyes. Everyone's eyes should be closed."

"Minion, open your eyes. All Monsters, keep your eyes closed and raise your hand to let the Minion know you are a Monster. Minion, I hope you had enough time to see all the Monsters. Minion, Close your eyes. Everyone's eyes should be closed."

"Everyone, open your eyes!"

Night Phase

  1. Start an 8 minute timer: If time runs out, the Night phase ends immediately. If nobody dies during a Night phase, Villagers automatically win!
  2. Turn off the last light in Sanctuary to begin the Night phase!
  3. Living players enter the darkness and try to survive while also looking for dead bodies (those who may have been killed).
  4. Ghosts leave: Ghosts must wait 30 seconds before leaving Sanctuary (see Ghosts below).
  5. Kill or Die:
    • Kill: Only specific Characters may kill. Killing is done with a firm but harmless/appropriate double tap on a target.
    • Die: If you are killed, curl up safely into the fetal position. ONLY DEAD BODIES MAY ACT DEAD.
  6. Night phase ends and everyone returns to Sanctuary: This phase ends in one of two ways:
    • After 8 minutes have passed.
    • A body has been declared found (see Body Found below).

Body Found

Only living players can identify and find dead bodies. Ghosts cannot find dead bodies.

Finding and identifying a dead body requires the following steps:

  1. Find a dead body. If you find a player curled up in the fetal position, they are a dead body.
  2. Verify the dead body. Touch the dead body and quietly ask, "Are you dead?" The dead player may not lie and must quietly whisper back, "yes."
  3. Shout, "BODY FOUND!" After verifying a body is dead, you may then shout, "BODY FOUND!" This indicates the end of a Night phase and the beginning of the Day phase (see Day Phase below). Everyone should join in shouting "BODY FOUND!" so that all may hear and know the Night phase is over.
  4. Everyone returns to Sanctuary.

Ghosts

Any player killed during the Night phase resolves the following:

  • Draw a Ghost token: All dead players draw a Ghost token to determine what Ghost they are.
  • Take a Candle: Ghosts typically carry a candle during the Night phase as they shamble through the play area. We recommend LED candles (or a phone screen on its dimmest setting).

Other Ghost rules:

  • Wait 30 seconds before leaving Sanctuary.
  • Shambling: Ghosts may only shamble. Shambling means both feet must always be touching one another and remain on the ground at all times. Shambling should always be slower than casual walking. Simply walk slowly on stairs.
  • Ghost Repellent: Any living player may double tap a Ghost to silently send them back to Sanctuary. Once back at Sanctuary, Ghosts may continue ghosting as usual.

Day Phase

  1. Start a 1 minute timer.
  2. Everyone discusses who they believe should be Executed.
  3. Players may say whatever they want. Honesty is optional.
  4. At the end of 1 minute, on the count of 3, all living players quickly vote on which player to Execute by pointing to the living player they wish to be Executed. The player with the most votes is Executed and becomes a Ghost. If there is a tie, no player is Executed.
  5. Begin the Dusk Phase (see below).

Dusk Phase

  1. All living players close their eyes.
  2. A Ghost (acting as a guide) asks specific Characters to open their eyes and use their abilities. Some Characters (like the Seer and Vampire Hunter) use their abilities during this Dusk phase and must open their eyes when guided. These Characters require a Ghost to call upon them to open their eyes. If a Ghost is unfamiliar with which characters should be called to open their eyes, all players should do their best to remind a willing Ghost of this phase and the characters needing guidance.
  3. All players (including Ghosts), to the best of their knowledge, determine if any end game conditions have been met (see Game End below).
  4. Begin the Night phase.

Game End

The game ends when one of the Goals is completed:

  • Monsters win when monsters are no longer a minority.
  • Villains win when all monsters are eliminated.
  • Villagers win when all villains AND monsters are eliminated, OR if no players are killed during a Night phase.

Knowing Characters

  • Werewolf knows other Werewolves (Alpha Wolf and Lone Wolf).
  • Alpha Wolf knows other Werewolves (Werewolf and Lone Wolf).
  • Lone Wolf knows other Werewolves (Werewolf and Alpha Wolf).
  • Minion knows all Monsters, but all Monsters don't know the Minion.
  • Mother of Monsters knows all Monsters, but all Monsters don't know the Mother of Monsters.
  • Ahab knows Moby. Moby knows Ahab.
  • Lover (both) knows the other Lover.
  • Abomination knows Dr. Frankenstein. Dr. Frankenstein knows Abomination.
  • Isolde knows Tristan. Tristan knows Isolde.
  • Seer gets to point to a living player. Ghosts indicate with a thumbs up or down if they believe the indicated player is a Monster.
  • Vampire Hunter forces Ghosts to raise their hand if they were a Vampire when alive.

Glossary

  • Ability: Every Character card and Ghost token has text describing special rules and/or powers that take place during the game. Whenever such text directly contradicts a rule, the ability takes precedence over the rule.
  • Candle: Your candle should be LED candles or a phone screen set to the lowest brightness. When asked to "extinguish" or "ignite" your candle, it simply means to turn on or off the aforementioned devices.
  • Day Phase: The phase of the game after the Night phase and before the Dusk phase. During this phase living players discuss and vote for whom they wish to be Executed. This is also the phase during which recently eliminated players become Ghosts.
  • Dead Body: A player who was killed during the Night phase and curls into the fetal position until the Day phase.
  • Dusk Phase: The phase taking place after Executing players and before the next Night phase. During this time, some Characters use specific abilities and all players determine if a game end condition has been met. This phase may require players to close their eyes depending on Character abilities and circumstances.
  • Double Tap: Tapping a player twice indicates you are killing them. Remember, only specific Characters (like Werewolves) can kill. If you double tap a Ghost, you repel them, and they must return to Sanctuary.
  • Eliminated: Players who have either been killed, executed, or failed to meet a criteria described by their Character ability.
  • Executed: 1 player is Executed at the end of each Day phase by receiving a majority vote. They are dead and draw a Ghost token.
  • Faction: The three factions are Monster, Villager, and Villain. A Character's faction determines their goal.

Other Rules and Tips

  • UNIDENTIFIED DEATHS: When players die, they do NOT reveal what they are, even if they are Monsters. The Mother of Monsters knows when the game is over, as do Werewolves when there is no Hunter, or other Monsters.
  • CONSENT: This game requires that players touch one another. Prior to every game, players should have an active discussion as to what is acceptable touching in regard to playing the game. Do not abuse the trust of your fellow players!
  • MYSTERY ROLES: One variant we recommend is to have only the Guide know exactly what roles are in the game. Of course, everyone should know who the Guide is, but the Guide is not allowed to discuss any roles. Adding unknown mystery roles creates a lot of tension and deduction to the game, especially for experienced players.

Part 2: Wolf Pack Edition Rules (translated from the Spanish rulebook)

Faithful English translation of the Spanish Wolf Pack rulebook (community translation, "Por Nafsika"). Where it differs from Part 1, the Wolf Pack edition rules below apply when playing this edition.

What is in the box

  • Rulebook.
  • Wolf Pack character guide: descriptions of all character cards and ghost tokens included in the Wolf Pack version of the game.
  • LED candles (x12): used by the ghosts.
  • Character cards (x28).
  • Ghost tokens (x15): used after a player has died.
  • Timer: not included but necessary. Visit www.tuesdayknightgames.com/werewolfinthedark for alternatives.

Basic summary of the game

Werewolf in the Dark is a hidden-role game and a game of hide and seek (tag) in the dark. There are three factions: Villagers, Villains and Monsters. Few players know who is who, and the Monsters will try to stay hidden, undiscovered, while they try to eliminate the non-Monster players by hunting and killing them in the dark by tapping them twice.

Each game is played in a series of Day and Night phases (with a brief Dusk phase between them). Each Day phase lasts only 1 minute, allowing players to discuss which of them is a werewolf, and to execute a player. The Night phase lasts a maximum of 8 minutes, during which the Monsters hunt in complete darkness. The Night phase can end earlier if a player finds and verifies a dead body. The game ends when all the monsters are eliminated or when only monsters remain.

Danger!

Every precaution is little to reduce the risk of injury. Werewolf in the Dark is a physical game played in complete darkness. To say there is a risk of injury or damage to property is an understatement. Please play at your own risk and responsibly. To help reduce the risk of injury, discuss the following rules with all players:

Rule 1: Never cause bodily harm

  • FAMILIARIZE ALL PLAYERS WITH THE PLAY ENVIRONMENT (house, outdoors, summer camps...) before the lights go out. Be clear about what is "in bounds" and "out of bounds".
  • WEAR SHOES to avoid injury from hitting or stepping on other players' toes.
  • SECURE THE FURNITURE to create as open and safe a space as possible.
  • REMOVE SHARP AND BREAKABLE OBJECTS from the play area.
  • THE DOOR RULE... do not open or close doors during the game. A partially open door can cause injuries.
  • DO NOT CLIMB ON OR MOVE FURNITURE during the game.
  • DO NOT RUN.

Rule 2: Never cause damage to property

  • REMOVE VALUABLE ITEMS. Place the items in a room or closet, bearing the door in mind. If the door is closed, it cannot be opened during the game, and what is inside is out of bounds.

Rule 3: Play at your own risk

  • DO NOT PLAY if it seems too dangerous for you or your friends.
  • CONSENT IS CRUCIAL. If you do not feel comfortable with a game that involves fear, physical contact, darkness or anything else this game involves, stop playing immediately. The game is only fun if ALL players are having fun. Do not feel pressured to play.
  • Tuesday Knight Games is not responsible for any injury or damage, but happily accepts responsibility for any fun you have while playing Werewolf in the Dark.

Winning

Winning in Werewolf in the Dark depends on the faction of the character card dealt to you at the start of the game. The game ends as soon as any faction achieves its goal. The goals of each faction are:

  • Monsters win when Monsters are strictly the majority of players.
  • Villains win when the Monsters are eliminated.
  • Villagers win when all the monsters AND all the Villains are eliminated, OR if during a Night phase there have been no deaths.

Each character card type is unique and some characters may have additional or alternative goals. For example, the "Sheriff" (Alguacil) only wins if he survives and finds and verifies the body of at least 1 dead body during the game.

Anatomy of the character cards

Parts of a card: character name; character faction; additional rules and abilities (note: if a character's ability contradicts a basic game rule, the ability takes priority); identification (indicates which group of cards the card belongs to; all Wolf Pack cards have an orange full moon).

Dagger icons:

  • DAGGER: indicates the character has the ability to kill.
  • WHITE DAGGER: indicates the character has the ability to kill only once each Night phase.
  • DAGGER WITH DOTS: indicates the character can kill under specific conditions described on their card.

Setup

  1. ESTABLISH THE SANCTUARY. A central room with a table on which we will place the character cards and ghost tokens. It will also be the ONLY place with a light on. The light will be turned off during the Night phases of the game (see Night phase), leaving everything in complete darkness.
  2. TURN OFF ALL OTHER LIGHTS. The sanctuary is the only location with a light source.
  3. GHOST TOKENS AND CANDLES ON THE TABLE. Put the unlit candles and the ghost tokens on the table face down. Ghost tokens and candles are only used by eliminated players.
  4. CREATE A CHARACTER DECK. There will be 1 character card for each player in the game (6-28 players per edition). The character deck consists of at least 1 Monster with the ability to kill (such as Werewolf). The rest of the characters in play are up to you, but we recommend that they be mostly Villagers.
  5. DEAL THE CHARACTER CARDS. After shuffling the character deck, deal each player one character card face down. Have the players read and make sure they understand their role and ability well. Then return your character card face down on the table.

TIP: a good ratio of Villagers to Monsters is 1 Monster for up to 9 Villagers. However, adjust the ratio to your liking according to the style or experience of your group. For example, if the Monsters constantly lose, you should add a Villain or another Monster.

  1. REVEAL THE CHARACTER DECK. After all players return their Character cards face down to the table, shuffle them and show them face up so that everyone can see which characters are in play.
  2. CHOOSE A GUIDE. This will be the person (normally the owner of the game) who will ask which specific characters will open their eyes during the Know phase (see Know phase). The guide remains an active player in the game, but will also keep their eyes closed unless they are one of the indicated characters that must open their eyes.
  3. (numbered "6" in the original) START THE GAME. Werewolf in the Dark is played in phases until a victory condition is met (see Winning). The first phase of the game is the Know phase.

Know phase

The Know phase is only run once at the beginning of each game. The guide calls the characters who must know another character. The guide calls these characters separately so that players only see whom they are supposed to see with their eyes open.

  1. ALL PLAYERS CLOSE THEIR EYES; do not cheat, do not open your eyes.
  2. THE GUIDE CALLS SPECIFIC CHARACTERS to open their eyes (see example below).
  3. THE NAMED CHARACTERS OPEN THEIR EYES and look at each other since they are supposed to know each other.
  4. THE NAMED CHARACTERS CLOSE THEIR EYES again.
  5. REPEAT the step if necessary (meaning there is more than one pair of characters that know each other).
  6. ALL PLAYERS OPEN THEIR EYES.
  7. END THE KNOW PHASE and begin the Night phase.

Example of the Know phase:

GUIDE: "Everyone close your eyes."

"Werewolves, open your eyes. Look at one another. These are your fellow Werewolves. If you need to, raise a hand silently as best you can, so that all the Werewolves can recognise each other. Werewolves, close your eyes. Everyone has their eyes closed."

"Moby and Ahab, open your eyes. Look at each other. Moby and Ahab, I hope that was enough time to recognise each other. Moby and Ahab, close your eyes. Everyone has their eyes closed."

"Lovers, open your eyes. Look at one another to know each other. Lovers, close your eyes. Everyone has their eyes closed."

"Everyone open your eyes."

Night phase

The Night phase is played in complete darkness where the Monsters hunt and the Villagers seek to find a dead body.

  1. START AN 8-MINUTE COUNTDOWN. If time runs out, the Night phase ends immediately. If nobody dies during the Night phase, the Villagers win automatically.
  2. TURN OFF THE LAST LIGHT, THE ONE IN THE SANCTUARY, to start the Night phase.
  3. LEAVE THE SANCTUARY and start having fun, hiding, or dying. Talking and shouting are allowed.
  4. THE GHOSTS LEAVE. Ghosts must wait 30 seconds before leaving the Sanctuary (see Ghosts).
  5. THE NIGHT PHASE ENDS when the 8 minutes run out or a dead body is found (see FINDING A DEAD BODY). All players must immediately return to the sanctuary (see RETURNING TO THE SANCTUARY).

Killing: Only specific characters have the ability to kill. Killing is done by firmly, but harmlessly, hitting the target twice on the shoulder. A double contact.

Dying: If you die during the Night phase, you become a dead body. Dead bodies do not speak, except when verified (see FINDING A DEAD BODY). Curl up safely in the fetal position on the floor. Only dead bodies may act dead.

Finding a dead body

Only living players can verify and find dead bodies. Ghosts cannot find dead bodies. Finding and verifying a dead body requires the following:

  1. FIND A DEAD BODY. If you find a player curled up in the fetal position, it is a dead body.
  2. VERIFY THE DEAD BODY. Touch it and quietly ask it "Are you dead?". The player cannot lie and must whisper quietly "yes", if dead. You must touch the body during this whole exchange.
  3. SHOUT "Body found!". This indicates the end of the Night phase. Once "Body found!" is declared, these are the only words any player may communicate until the Day phase.
  4. ALL PLAYERS return to the sanctuary immediately, before any discussion.

Returning to the sanctuary

  • All players return to the sanctuary as quickly as possible.
  • Turn on the sanctuary light to ensure all players a safe return, free of killings.
  • There is no further communication other than repeating aloud "Body found!" or "Time's up" if the 8 minutes run out.

Day phase

The Day phase begins once everyone is back in the sanctuary with the light on. The Day phase lasts only 1 minute of discussion and ends with a vote to execute a player.

  1. START THE 1-MINUTE TIMER when all players return to the sanctuary.
  2. DISCUSS who you think should be executed.
  3. SAY WHATEVER COMES TO YOU; honesty is optional.
  4. VOTE for who you think should be executed. At the end of the minute, a countdown from 3 is made. On second 1, all living players quickly point at the living player they want to be executed. You cannot change your mind.
  5. EXECUTE. The player with the most votes is executed and immediately becomes a Ghost. In case of a tie, no player is executed.
  6. END OF THE DAY PHASE and the Dusk phase begins (see Dusk phase).

Ghosts

If you are eliminated, you become a Ghost during the next Day phase. The purpose of a Ghost is simply to have fun and cause fun. When you become a Ghost:

  1. DRAW 2 GHOST TOKENS from the sanctuary table.
  2. CHOOSE 1 TO USE and return the other ghost token face down so that any future Ghost can use it.
  3. PLACE YOUR GHOST TOKEN FACE UP ON THE TABLE. Everyone must be able to see which Ghost is in play.
  4. TAKE A CANDLE and light it... something spooky.
  • NO COMMUNICATION: Ghosts cannot speak or communicate in any way unless your Ghost ability allows it. As a Ghost, you only have your spooky behaviour and your Ghost ability to communicate.
  • WAIT 30 SECONDS: Ghosts must wait 30 seconds before leaving the sanctuary during the Night phase.
  • SHAMBLE: Ghosts may only shamble. This means both feet must always be touching each other and remain on the ground at all times. Shambling must always be slower than walking slowly.
  • GHOST REPELLENT: Any living player can tap a Ghost twice to silently send it back to the sanctuary. Once back in the sanctuary, Ghosts can continue being Ghosts as usual.

(Visit www.tuesdayknightgames.com/werewolfinthedark for timer alternatives.)

Dusk phase

The Dusk phase is when some characters use their dusk abilities and a Ghost Guide checks whether any Monster remains alive.

  1. CHOOSE A GHOST GUIDE. This is the Ghost who will lead all future Dusk phases.
  2. THE LIVING PLAYERS CLOSE THEIR EYES.
  3. THE GHOST GUIDE ASKS THE LIVING MONSTERS TO RAISE THEIR HAND to determine whether the game has ended. If nobody raises a hand, or the majority of living players raise a hand, the game ends. If not, continue with step 4.
  4. THE GHOST GUIDE CALLS SPECIFIC CHARACTERS to open their eyes (see Dusk phase example).
  5. THE NAMED CHARACTERS OPEN THEIR EYES.
  6. THE CHARACTERS WHO HAVE BEEN CALLED USE THEIR DUSK ABILITY. In Wolf Pack, the only character with a dusk ability is the Seer.
  7. THE CALLED CHARACTER(S) CLOSE THEIR EYES.
  8. REPEAT calling other characters with a dusk ability if necessary (that is, if there were more than 1 character with a dusk ability).
  9. ALL PLAYERS OPEN THEIR EYES.
  10. END THE DUSK PHASE and the Night phase begins again.

Example of the Dusk phase:

GHOST GUIDE: "Everyone close your eyes."

"Monsters, raise your hand." "Monsters, lower your hands." "Seer, open your eyes and point to a living player you want to investigate. The Ghosts indicate with a thumbs up if the selected player is a Monster, or thumbs down if not. Seer, close your eyes. Everyone's eyes should be closed."

"Everyone open your eyes!"

Other rules

  • CONSENT: this game requires players to touch each other. Before each game, players should have an active discussion about what is acceptable contact with respect to the game. Do not abuse the trust of your fellow players!
  • GHOST GOALS: If you are a Ghost, your only goal is to have fun. However, some characters (like Romeo and Juliet) require their own death in order to win.
  • ARRIVED LATE?: if a player arrives late to the game or simply does not want to risk playing, they can always join directly as a Ghost.
  • DO NOT REVEAL YOUR CARD: although you can say whatever you want, players can never reveal their character card unless a character ability says otherwise. Players will know when the game ends by using the Ghost Guide.
  • OPTIONAL DUSK PHASE: Many games are played without characters with dusk abilities. Also, sometimes the Monsters know each other. This means some Monsters can announce when the game ends without the need for any Dusk phase or Ghost Guide.
  • HIDING IN THE SANCTUARY: players may hide in the sanctuary during the Night phase. However, all players must always leave the sanctuary initially.
  • KILL EXCHANGE: If 2 players try to kill each other at the same time, whoever tapped the other player twice first will live, and the one who was tapped first will die. If there is ANY debate, both die.

Variants

  • MYSTERY ROLES (VARIANT): A variant we recommend is that only the Guide knows exactly which characters are in play. Of course, everyone should know who the Guide is, but the Guide cannot talk about any characters. Therefore, do not reveal the character deck before starting the game.
  • PARTNERING (VARIANT): If complete darkness is hard to achieve, consider a rule where only 2 or 3 living players are allowed in a room at a time. If a fourth player arrives, someone MUST leave the room.
  • A SARDINE PARTY (VARIANT): If there is not enough space to play a full game, then the game can be played in smaller spaces. In this variant, players do not hide. Rather, everyone must constantly walk from a place X to a place Y. The places will be designated locations that must be touched before a dead body can be legally verified. Also, you cannot use your ability to kill (if you have it) unless you have touched 2 assigned places. The assigned places are each corner of each room in play and at least one designated object that is not near any of them. Do your best to make touching the assigned places a random and unpredictable pattern.
  • Dusk phase
  • Other rules
  • Variants
  • Guide: The person who calls for specific Characters to open their eyes during the first Dusk phase so these Characters may "know" one another. A Host may still be an active player in the game but must keep their eyes closed unless they are one of the indicated Characters that must open their eyes.
  • Know: Some Characters (like Werewolves) get to see one another during the Know phase. They "know" one another.
  • Ghost: An eliminated player who has drawn a Ghost token during the Day Phase immediately after they were Eliminated.
  • Ghost Repellent: Any living player may double tap a Ghost to silently send them back to Sanctuary. Once back at Sanctuary, Ghosts may continue ghosting as usual.
  • Killed Players: Players who have been double tapped during the Night phase and become dead bodies.
  • Living Players: Players who have not been eliminated.
  • Night Phase: The phase of the game played in complete darkness. During this phase, players might be killed and become dead bodies. The Night phase ends after 8 minutes or when a body is found, identified, and declared dead. Ghosts must wait 30 seconds after the start of the Night phase before they may enter the play area.
  • Repelled: If a Ghost is double tapped by a living player, that Ghost is considered "repelled," and must shamble back to Sanctuary before continuing to ghost as usual.
  • Sanctuary: The meeting place for the Day and Dusk phases. It is also the initial area where cards are dealt to players as well as where eliminated players take Ghost tokens. This should also be the only place with a light, which is turned off during the Night phase.
  • Shambling: Some Characters and all Ghosts must "shamble." Shambling means both feet must always be touching one another and remain on the ground at all times. Shambling should always be slower than casual walking. Simply walk slowly on stairs.
  • Whisper: Speaking at such a quiet volume that ONLY the person you are speaking to can hear you. If any other person except the person to whom you are whispering can hear you, you aren't whispering.