RulesPal
Chat
Rulebook
Wherewolf thumbnail

Wherewolf

Wherewolf Rulebook

Table of Contents

Table of Contents

  • Game Components
  • The Game
  • Game Setup
    • The Composition of the Village
  • Assigning Roles
  • How the Game Plays
    • The First Night
    • The First Day
    • Village Assembly
    • The First Vote
    • Defense Speeches
    • The Second Vote
    • Subsequent Nights
    • Subsequent Days
  • End of the Game
  • Variants
  • Game Advice
    • The Moderator
    • Explaining the Game
    • The Environment
    • The Atmosphere
    • The "Bad Guys"
    • Post-Game Discussion
  • The Roles
    • The Assassin
    • The Pettifogger
    • Bocca di Rosa
    • The Mayor
    • The Vampire Hunter
    • The Pack Leader
    • The Guild Master
    • The Peasant
    • The Hermit
    • The Ghoul
    • Juliet
    • The Guard
    • The Other Guard
    • The Corrupt Guard
    • The Healer
    • The Pack Wolf
    • The Cursed Wolf
    • The Outcast Wolf
    • The Wizard
    • The Medium
    • The Merchant
    • The Orator
    • The Innkeeper
    • The Madman
    • The Sinner
    • The Priest
    • The Spy
    • The Witch
    • The Traitor
    • The Vampire
    • The Seer

Game Components

  • 33 Role Cards
  • 1 Turn Card
  • 1 Icons Card
  • 1 Biography Card
  • 1 Rules Booklet

The Game

Wherewolf is played through an alternation of days and nights. During the day, the villagers gather together to try to discover who the werewolves are and vote to send them to the stake. During the nights, the Werewolves choose a victim to devour, while the Seer probes the souls of the players hoping to discover their nature.

A Moderator is required, whose job is to guide the players and run the game.

Game Setup

First, decide who will be the Moderator. Their first task is to explain the game to new players and prepare the Village.

The Composition of the Village

For first games

For your first games, we recommend shuffling into the Village deck a number of cards equal to the number of players. The deck must include the Seer and Werewolf cards (1 for 5-8 players, 2 for 9-12 players, 3 for 13-16 players, 4 for 17-20 players, and so on). In these games we recommend ignoring the text of every other Role apart from the Seer and the Werewolves, treating all other players as simple villagers with no powers.

Once you are comfortable with the basic mechanics, you can add all the other Roles and get into the heart of the game.

For later games

The Moderator, together with the players, chooses which Roles will be present in the village from among all those available in the game. Choose a number of Roles equal to the number of players. This is a very delicate phase, since a good composition of the Village is essential for a balanced game. As a general rule we recommend including one "antagonist" Role (Werewolf, Vampire, Traitor, etc.) for every 4 players, rounding down. This is obviously just an indicative number; with time and practice you will start to sense how to best balance the Villages, depending also on the style and experience of the players.

For more experienced players

When choosing the Roles present in the Village, you can make the game even more interesting by choosing a number of cards greater than the number of players. Naturally, only a number of Roles equal to the players will then be dealt out, so some of them will not actually be in play. However, the players must still take them into consideration during the game, since they "could" still be present. This increases the bluffing possibilities for those who must hide their identity.

The more Roles are included compared to the number of players, the wider the game variables will be. It is recommended to always keep a few extra Roles beyond the number of players. For the more precise and calculation-minded, you can go as far as having one extra Role for every 2 players (e.g. with 12 players you can have 18 possible roles).

After the group has chosen which Roles to include, it is the Moderator's job to secretly build the Village, following roughly the same proportion seen previously (one antagonist for every four players). This is done, of course, without letting the others know which Roles are actually in play and which have been left out. To make this easier for the players, you can make a list of the possible Roles and keep it within reach of everyone, or keep the unused ones face up on the table.

Remember that the Moderator must still call the turns of all the possible Roles, even if they were not included in the Village deck.

Assigning Roles

After preparing the Village, the players sit in a circle or around a table. The Moderator shuffles the deck and deals one Role card to each player, who looks at it without revealing it to the others.

The Moderator must then take note of each player's Role. For this purpose, we recommend using paper and pen to record all the notes you need to remember. A particularly effective method is to visually draw a diagram of how the players are seated and mark the assigned Role next to each one. This will make managing the game during play easier.

As soon as every player has memorized their own Role, the game can begin!

How the Game Plays

The First Night

The game begins with the first night. During all nights, including the first, all players must remain silent and keep their eyes closed.

The Moderator will call the Roles in the order established by the Turn Card. When a Role is called, that player may open their eyes until their turn is finished.

To prevent revealing rustling and noises during the silence, players can drum lightly with their fingers on the table to produce a faint background noise, which also helps create a suitable atmosphere.

What follows is an example of how the first night is played, with the Moderator speaking.

"It is night and you retire to your homes. All players close your eyes."

The Moderator makes sure that all players have their eyes closed and are silent.

"The Seer, open your eyes and point to a player; I will tell you whether or not this player has a Dark Aura."

The Seer opens their eyes and silently points to a player for the Moderator, who nods "yes" with their head if that player has a Dark Aura, or "no" if they have a White Aura. The Moderator's answers are silent, so only the Seer knows the answer to their question.

Note: if you are drumming your fingers, remember to point with your OTHER hand so your neighbors don't notice the noise stop.

The Moderator continues.

"The Seer, close your eyes."

The Moderator makes sure the player has closed their eyes, then continues.

"The Werewolves, open your eyes and recognize one another. The Pack Leader, make yourself known to the other Werewolves."

During the first night, the Werewolves do not attack anyone, but they recognize each other. On subsequent nights the strongest Wolf in the pack will choose the victim.

This procedure continues for all the Roles present in the village that require their own turn during the first night. Once this is done, the Moderator continues, saying the following.

"It is day. Open your eyes."

All players open their eyes (and stop drumming their fingers) and the first day phase begins.

The First Day

The Moderator can follow the indications on the Turn Card to guide events during the day.

Village Assembly

This part of the game is completely free-form. Everyone may speak at their own discretion about their character, revealing or not revealing details about their identity, asking other players questions, sharing information received during the night and, possibly, accusing another player of being a Werewolf.

The only rule is that players must never show their Role card.

The purpose of this part of the day is to decide how you will vote and whom to accuse of being a Werewolf, in order to possibly send them to the stake.

This part ends when the Moderator announces that they are proceeding to the First Vote. In deciding this, the Moderator must apply a minimum of good sense, leaving enough time for players to make their deductions and accusations, or proceeding more quickly if the players have no relevant information to share or discuss.

Keep in mind that, generally, the early phases of the game will be faster because there is still little information and no one wants to speak first. The first day will therefore usually be the shortest in this phase, and the Moderator will be able to move quickly to the First Vote.

The First Vote

The First Vote serves to determine which players will be accused of being a Werewolf. One of them may be burned at the stake at the end of the day.

To announce the First Vote the Moderator says the following.

"Let's proceed with the First Vote. Each of you must cast one, and only one, accusing vote against another player. Close your eyes and I will call the players' names one by one; when you hear the name of the player you want to vote for, raise your hand."

Once all players have closed their eyes, the Moderator proceeds to call the players' names one at a time and note down the votes each one receives on their sheet. When all names have been called the Moderator announces to the village which players will go to the runoff in the Second Vote, according to the following rule:

If there is more than one player tied for the most votes, all of them, and only them, go to the runoff in the Second Vote.

If there is only one player with the most votes, they go to the runoff along with the player with the second-most votes (or all the second-place players tied, if there is more than one).

This ensures that there are always at least two players for the Second Vote.

The Moderator then says the following.

"The First Vote is concluded, everyone open your eyes. Going to the runoff in the Second Vote are [list of names]."

Defense Speeches

A second debate phase follows, in which the accused players have the right to defend themselves before the vote on which of them is to be sent to the stake. To do this, they are free to share whatever information they consider most appropriate, and may even accuse the other players in the runoff along with them. During this phase all players may speak, but the discussion must always concern those in the runoff.

The Second Vote

Once the accused players have had a chance to defend themselves, the Moderator says the following:

"Let's proceed with the Second Vote to decide who is to go to the stake. Each of you, except those in the runoff, must cast one accusing vote against one of the players in the runoff. The player who receives the most votes will be sent to the stake. In case of a tie, the Village, undecided, will burn no one today. Close your eyes."

The Moderator then calls all the players in the runoff and notes down the number of votes each receives, after which they say the following:

"Open your eyes. The village has decided. Going to the stake is [name]," or "The village is in doubt. There will be no stake today."

"It is night. Close your eyes."

After the stake phase, night immediately begins and no further discussion takes place between players.

When a player has been sent to the stake, their Role card is taken back by the Moderator without being shown. That player is out of the game from that point on and can no longer take part in the discussion in any way. However, they may still follow the game as a spectator (and so keep their eyes open at night and during Votes!). You may find that this can be just as fun as playing!

Subsequent Nights

Subsequent nights proceed as the first, with the difference that some Roles are called only on the first night (e.g. Juliet) and others are called only from the second night onward (e.g. the Healer).

From the second night on, the Werewolves kill one player each night: the strongest Werewolf in play chooses the victim during their turn.

Remember that during subsequent nights you must always continue to call all the Roles you included in the game, even if the player who had that Role has been killed.

Subsequent Days

In the morning, the Moderator announces the player who was killed by the Werewolves and takes back their card without showing it. That player is out of the game.

During the Votes on subsequent days, we recommend alternating the order in which the Moderator calls the players (from right to left, or from left to right), so that the same names are not always called last.

End of the Game

The game ends the moment one of the following End of Game Conditions is met. When this happens, the Moderator immediately informs the players and the game is over.

Village Victory (or the Criminals, see the Criminals section) All the Werewolves, the Vampire and any Minor Vampires have been eliminated.

Werewolf Victory Only Roles belonging to the Werewolf faction are present in the game.

Vampire Victory Only Roles belonging to the Vampire faction are present in the game.

Note: the presence of the Ghoul and the Traitor does not prevent a Village victory.

Deadlock situations can occur between two players in which neither is able to kill the other (e.g. a Werewolf and the Hermit). In that case the Werewolves win over the other factions, and the Vampire wins over the Village.

If the Criminals are also present in the game, they do not change the End of Game Conditions, only the Victory Conditions of the Village and of the Criminals themselves (see the Criminals section).

Variants

One of the main features of Wherewolf is that it can be freely varied by whoever plays it. What follows are just a few of the possible Variants of the game — it's up to you to discover and try out new ones!

Role Reveal Whenever a player is killed, their card is turned face up and their Role is revealed. This variant limits the possibilities considerably and is recommended only for less experienced players. With this variant, some Roles may lose their meaning entirely (for example the Medium) and should not be used in the game.

Open Voting Players keep their eyes open during the daily Votes. This is also a variant that simplifies the game and the Moderator's job, while at the same time making life harder for players who need to bluff. If you use this rule, you should not use Roles that act during Votes.

The Amulet and the Sword The Amulet is a talisman that protects the player who holds it. At the start of the game the Moderator randomly chooses the first holder of the Amulet, who must not be known to the other players (you can shuffle the cards before dealing them and draw one at random: that player will also be the holder of the Amulet). During the first night, the Moderator taps the shoulder of the player drawn for the Amulet's turn. During subsequent nights, the Moderator calls the Amulet Holder, who opens their eyes and points to a player. The Moderator taps the shoulder of that player, who does not open their eyes, but knows they are the new holder of the Amulet.

If a player holding the Amulet should be eliminated for any reason, the Amulet instead protects them! If they are killed at night, they remain alive; if they are sent to the stake, the stake is annulled as in the case of a tie.

The Amulet can be used only once. It is destroyed as soon as it protects someone, the first time it is passed to a player who has already held it, or if the Amulet Holder refuses to pass it on.

The Sword is drawn, passed and destroyed in the same way as the Amulet, but it does not protect its holder. Instead, if the Sword Holder is attacked by the Werewolves or the Vampire, they die, but they kill the strongest Werewolf in play or the Vampire (depending on who attacked them). The Sword is a very powerful item; if you decide to include it in the game, balance it accordingly in the composition of the Village.

Timed Game A particularly interesting variant is to set a predetermined duration for each day of the game. When time runs out, if the Village has not yet sent anyone to the stake, night falls and any activity by the Village is suspended.

This variant, while requiring more attention, has the great advantage of making the tension of passing time and the setting sun very tangible. The effect is even more realistic if you can use a clock visible to all players (a chess clock or an hourglass in the center of the table are perfect for this purpose).

Game Advice

The Moderator

The role of the Moderator is essential to the success of a game of Wherewolf. As Moderator, you are responsible for choosing the Roles that make up the Village, explaining the game to new players, answering questions and guiding the players during the game. You set the pace of the game, cutting discussion phases short when the game drags and giving players more rope when it picks up. Every Moderator has their own style and intervenes more or less in the game. There is no "correct" way to moderate a game; follow your own taste and, above all, try to understand what your players want.

At night, when calling the Roles, there are a few things to keep in mind: always let enough time pass, as if a player were really using their powers, even if they are not actually present. Try to speak facing the center of the room, rather than the player who currently has their eyes open. Always use the pronoun of the Role, not that of the person (for example, the Seer is always "she," even if the player is a man).

Explaining the Game

At first glance, explaining the game might seem much longer and more complex than it actually is. My advice is to keep the explanations to the essential minimum (day rules, night rules, Roles and victory conditions) and start playing a game right away. You will discover that the best way to explain the game is by playing it!

The Environment

A good game environment is another fundamental element that adds color to the game. Look for a room that is large enough and isolated from outside noise and interference. Some groups prefer to play around a table, others prefer a circle of chairs, with open space in the middle. If you choose the table, make sure you have a way of reaching a player with closed eyes without the others noticing (space to move behind the chairs, a stick to touch them without standing up, etc.).

If the players don't know each other, a name tag placed on the table or pinned to clothing is advisable.

If possible, also create a space where players who are eliminated from the game can go. The fact that they don't remain seated among the others will help build tension as the Village gradually shrinks, and will make discussions among the remaining players easier. If you can't have them move away, try some trick to set them apart (e.g. turning their chair around to face backward, or flipping their name tag over and writing OUT OF THE GAME).

The Atmosphere

Besides being a game of bluffing and logical deduction, Wherewolf is also a game of atmosphere, so any small touch you add in this direction will only make your games more fun and evocative. Particularly effective are all the tricks for creating the right atmosphere during the night, such as turning off the lights and leaving just enough illumination to make out the players being pointed at and the Moderator's nods (the light from an adjoining room is enough, if you don't want to go overboard with candles, blue lights or dimmable lights). Another very useful trick is to use a music player to provide background noise during the night (on the internet you can easily find ambient sounds like wind, rain and thunder... and maybe even a howl in the background!). Instead, keep the lights on and absolute silence during the Votes, to give the moments when players have their eyes closed two different connotations.

The "Bad Guys"

Playing a Role that must bluff its own identity is certainly harder than playing on the side of the Village, but it can be very rewarding. At first, you will be tempted to play in the shadows without drawing too much attention, but remember that if no one in the Village gives false information, it will be very easy to make correct deductions that will lead to your discovery! So don't hesitate to pretend to be important Roles, like the Seer or the Wizard, perhaps to allow your allies to stay hidden. And remember: a Village with only one Seer almost always wins.

Post-Game Discussion

Often, one of the greatest pleasures of the game is discussing the key events or choices made during the game once it's over. Not only that, this is also a way to learn the game much faster, by comparing notes with other players and finding out what really happened while your eyes were closed. So encourage discussion among players, asking them where they think they went wrong, what different choices they would make, who they trusted and why, and who they think was most listened to by the Village in their arguments. This is also one of the best ways to lay the groundwork for the next game.

The Roles

What follows are all the Roles in Wherewolf. For each Role the following information is given:

Faction The Faction icon establishes that Role's Victory Conditions.

  • Village: Wins if no Werewolves, Vampires or Criminals are in play, OR wins if no Werewolves or Vampires are in play, Criminals are present but there is at least one Guard.
  • Criminals: Wins if no Werewolves, Vampires or Guards are in play and at least one Criminal is present.
  • Werewolves: Wins if only Roles belonging to the Werewolf Faction are in play.
  • Vampire: Wins if only Roles belonging to the Vampire Faction are in play.
  • Romeo and Juliet: Wins if, at the end of the game, the other player with this Faction is still alive.
  • Madman: Wins if the Village Faction wins and he has been attacked at least once by the Werewolves (as a result, he usually wins while dead, unless he was protected or saved in some way).
  • Outcast Wolf: Wins if the Werewolf Faction wins and he is the only Werewolf in play.

Aura The Aura icon indicates whether that Role has a Dark Aura or a White Aura and is used to give the result of an investigation by the Seer or the Medium. A Dark Aura usually identifies a Werewolf, although other Roles can give the same result and complicate the Seer's reading.

Mysticism The Mysticism icon indicates whether that Role has Mystic Powers. Mysticism is the power that distinguishes the villagers who can act during the night to gain information or protect their companions. It is used to give the result of an investigation by the Wizard or for the Vampire's attack. Roles with Mystic Powers are commonly called simply Mystics and include: the Seer, the Medium, the Wizard, the Witch and the Healer.

Description Description of the Role and its abilities.

Play Advice Some advice for playing this Role.

Variants Several Roles have Variants that anyone can try out and modify as they like. The Moderator must always specify at the start of the game which version of that Role is being played.

Notes This section lists answers to frequently asked questions about that Role and situations in the game that involve it.

The Assassin

FactionCriminals
AuraDark
MysticismNo

Description During the first night, opens their eyes and recognizes the other Criminals. From the second night on, may open their eyes during a Mystic's turn. If that Mystic is present, the Assassin kills them. If not present, the Assassin points to another player. That player is eliminated. The Assassin may use this power only once per game.

Play Advice You have only one shot and must decide very carefully how to use it. Your primary target should be a Guard, because the Criminals are the only ones with an interest in eliminating the Guards, but a Werewolf would certainly also be an excellent target, before they figure out who you are and eliminate you first. Choose carefully when to open your eyes, because if the Mystic whose turn it is happens to be in play, you would have to kill them and thus lose your only chance.

Variants

  • Vigilante: Has the same power as the Assassin, but has a White Aura and the Village Faction. May only open their eyes during the Healer's turn. If the Healer is in play, the Vigilante kills no one. This variant is useful if you are not playing with the Criminals.

Notes

  • The Assassin's attack is not affected by any of the protections that apply against the Werewolves' attack.

The Pettifogger

FactionVillage
AuraWhite
MysticismNo

Description During the First Vote, may choose another player. All votes that player receives in that Vote are cancelled and they cannot go to the runoff in the Second Vote. To use this power, the Pettifogger holds up their own card clearly when the Moderator calls the name of the player the Pettifogger has chosen to protect. The Pettifogger cannot use this power on themselves.

Play Advice Being able to prevent a player from going to the runoff in the Second Vote is certainly a very strong defense, since the factions opposed to the Village will try to concentrate votes to send their enemies to the stake. Your power is not as delicate as the Orator's, since either way someone will burn that day. Still, choose carefully whom to use it on, so as not to protect the wrong person.

Variants

  • Accusing Pettifogger: Instead of having their votes cancelled, the player chosen by the Pettifogger is automatically added to the runoff in the Second Vote, regardless of the votes received.
  • Dishonest Pettifogger: Has both the Criminals and Village Factions, and can win with either group.

Bocca di Rosa

FactionVillage
AuraDark
MysticismNo

Description All votes that Bocca di Rosa receives in any Vote are halved, rounding down.

Play Advice Like the Sinner, you are a Role with a Dark Aura who nonetheless plays for the Village. Unlike them, your power gives you fairly good protection during Votes, but be careful not to rely on it too much, because if enough of the village becomes convinced that you are a Werewolf, you could still end up at the stake.

Variants

  • Safe Haven: Bocca di Rosa's votes are not halved; instead, if she is the one who would go to the stake, the stake is cancelled and no one burns that day. The Moderator announces that the Village is undecided, as in the case of a tie.
  • Scapegoat: Bocca di Rosa's votes are not halved; instead, if she is the one who would go to the stake, the player with the next-highest number of votes after her goes in her place.
  • Shady Contacts: Has both the Criminals and Village Factions, and can win with either group.

The Mayor

FactionVillage
AuraWhite
MysticismNo

Description In every Vote, their vote counts double. When voting, the Mayor raises both arms to make the Moderator's job easier.

Play Advice If you manage to reach a phase of the game with few players still present, your contribution will be decisive for the Village. Remember that the Spy, by keeping their eyes open during the First Vote, will learn your identity.

Variants

  • Large Village: As long as there are more than ten players in play, the Mayor's vote counts as three votes. Instead of raising both arms when voting, they indicate with their fingers how much their vote is worth at that moment.
  • My Word is Law: Their vote does not count double. Instead, during the First Vote, they may hold up their Role Card when a player is called. That player automatically goes to the runoff in the Second Vote, and automatically to the stake, regardless of all other votes. The Mayor may use this power only once per game.

The Vampire Hunter

FactionVillage
AuraWhite
MysticismNo

Description During the first night, opens their eyes and learns whether the Vampire is in play. If attacked by the Vampire, they are not transformed, and instead kill the Vampire.

Play Advice The Vampire is one of the most insidious threats to the Village, and you are its only real resource against it. Your strategy should be to get the Vampire to attack you by tricking them, perhaps by pretending to be easy prey to vampirize.

Variants

  • Town Guard: The Vampire Hunter, on the first night, opens their eyes together with the other Guards and recognizes them.
  • Expert Hunter: If the Vampire Hunter is alive, if the Vampire is not in play but only Minor Vampires, and there are no Werewolves, the game ends with a Village (or Criminals, as applicable) victory.

The Pack Leader

FactionWerewolves
AuraDark
MysticismNo

Description Opens their eyes during the Werewolves' turn. On the first night, makes themselves known as the Pack Leader with a gesture to the other Werewolves. From the second night on, the strongest Werewolf in play points to a player. That player is eliminated. The Werewolves' order of strength is as follows:

  • Pack Leader
  • Outcast Wolf
  • Pack Wolf
  • Wolf Descendant

Play Advice There isn't much to say — you are public enemy number one for the Village, and all attention will be focused on discovering your identity. At first you will be tempted to play in the shadows and pretend to be a simple Peasant, but remember that if no one plays an important Role and spreads false information in the Village, the inhabitants will have an easy time flushing you out. You are the Pack Leader, the strongest Wolf, but remember that the pack could also include the Outcast, whose goal is to kill you before the game ends, so don't trust even your fellow pack members too much.

The Guild Master

FactionCriminals
AuraWhite
MysticismNo

Description During the first night, opens their eyes and recognizes the other Criminals. During the third night, may open their eyes and point to another player. If they point to a Werewolf or a Guard, the Guild Master is eliminated. If they point to a player with a Faction other than Village, the power has no effect. If they point to a player with the Village Faction, that player opens their eyes, their Aura becomes Dark and their Faction becomes Criminals. They keep all the other powers they had. The Guild Master may use this power only once per game.

Play Advice Your Role is very important among the Criminals. Like the Assassin, you have only one chance to use your power and must try to make the most of it. The goal is to manage to bring over to your side some important Role that is synergistic with your goals, like the Seer or the Mayor. If other Criminals are also present, it will be your job to make sure the newcomer understands who their allies are without being too obvious about it.

Variants

  • Open Recruitment: The chosen player opens their eyes in any case and recognizes the Guild Master regardless of the outcome.
  • Dangerous Nights: This variant can only be played if the Vampire is also in play. Instead of the third night, the Guild Master may open their eyes starting from the second night, but during the Vampire's turn. If the Vampire is in play, the Guild Master is killed; otherwise, they may use their power.

The Peasant

FactionVillage
AuraWhite
MysticismNo

Description Before the start of the game, the Moderator secretly chooses a hidden Role for each Peasant in play. During the game, the Peasant has no active power. The moment a Peasant is attacked by the Werewolves, their hidden role is revealed:

  • The Hero: The Peasant is actually the Hero. They are killed by the attack, but also manage to kill the strongest Werewolf still in play.
  • The Wolf Descendant: The Peasant carries werewolf blood. Instead of being killed, they transform into a Werewolf! The Moderator taps the player's shoulder; they open their eyes and recognize the other Werewolves. Their Aura becomes Dark and their Faction becomes Werewolves.
  • The Peasant: The Peasant is, in fact, just a simple Peasant: they are killed normally by the attack.

Play Advice Don't underestimate the importance of the Peasants within the Village. The Werewolves will think twice before attacking a Peasant, since one more or one fewer Wolf could prove decisive for victory or defeat, and they will probably only do so out of necessity.

Variants Other hidden Roles can be added for the Peasant. A few examples:

  • The Sick One: If killed by the Werewolves, on the night following their death, the Werewolves' attack automatically fails.
  • The Sleeping Mystic: The first player to their right is always protected from the Werewolves' attack.
  • The Monster!: In addition to Werewolves and Vampires, a Monster also roams the village, transforming at night but unaware of being one during the day. From the second night on, all players who point to the Monster are killed at the end of that night! As long as the Monster is in play, the game does not end, as if it were a Werewolf. During the night, the Monster has a Dark Aura. Since the Peasant's Faction always remains Village, if they believe they are the Monster, they know they must be killed for the Village to win. This hidden Role for the Peasant is very unusual and is recommended only for games with many players.

Notes

  • If the Peasant is the Hero, the player must not open their eyes, since if they were saved by the Healer, they would learn the identities of the Werewolves!
  • In the case of a Vampire attack, the Peasant is transformed normally.
  • There are three copies of the Peasant card in the deck.

The Hermit

FactionVillage
AuraWhite
MysticismNo

Description If attacked by the Werewolves, the attack is cancelled and the Moderator nods "no" with their head to let them know the attack did not succeed, without specifying why.

Play Advice Being immune to the Werewolves' attack, you must try to earn the Village's trust, since the only way for you to be killed is to end up at the stake. This might not be easy, since it's true you will never die at night, but the same is true for the Wolves, and this could become suspicious over time. Finally, before exposing yourself, try to make sure the Vampire isn't in play, because you would make an excellent candidate for vampirization.

Variants

  • The True Hermit: The True Hermit is also immune to the powers of the Vampire, the Assassin and the Guild Master.

The Ghoul

FactionVampire
AuraWhite
MysticismNo

Description During the first night, opens their eyes during the Vampire's turn and recognizes their master.

Play Advice Your White Aura gives you possibilities the Vampire doesn't have. It will be your job to expose yourself to confuse the Village's information and protect the Vampire. Remember that your mere presence does not prevent the game from ending, so try, even at the cost of your life, to keep at least one Vampire alive.

Variants

  • Right Hand: The Ghoul opens their eyes on every turn of the Vampire and thus learns all the Minor Vampires that are created over time.
  • Sacrifice: The first time the Vampire dies at night for any reason, the Ghoul dies in their place instead.

Juliet

FactionRomeo and Juliet
AuraWhite
MysticismNo

Description During the first night, opens their eyes and chooses another player: Romeo. The Moderator taps that player's shoulder; they open their eyes and recognize Juliet. From that moment on, both of their Victory Condition becomes that the other player is alive at the end of the game. If one of them is killed during the night (and not saved by the Healer), the other player also dies. If one of them is sent to the stake, the other also dies immediately.

Play Advice Yours will be a very difficult game. You must protect your beloved without making your bond too obvious, since you would become easy prey for the Werewolves, who would eliminate two players at once. As Juliet, you don't know what Role Romeo has, so your first concern must be figuring out who your Romeo really is so you can defend him as best you can.

Variants

  • Romeo Beneath the Balcony: A variant to make things a little less difficult for the two lovers is to make Romeo immune to attacks from the Werewolves and the Vampire.
  • Nighttime Suicide: If one of the two dies at the stake, the other does not die immediately, but kills themselves during the night. This variant leaves the identity of the two lovers uncertain.

Notes

  • Romeo does not lose his other powers; only his Victory Condition changes.
  • Juliet's presence creates another End of Game Condition: if only Romeo and Juliet remain alive, the game ends with their victory regardless of any other condition.

The Guard

FactionVillage
AuraWhite
MysticismNo

Description During the first night, opens their eyes and recognizes the other Guards, then the Moderator indicates to them how many Criminals are in play.

Play Advice Having someone who knows their own Role is certainly very useful during Votes and defenses, but be careful, because this could make the Village suspicious and mistake you for Werewolves. The Guards' Role becomes particularly interesting if the Criminals faction is also in play, since in that case it's essential that one of them stays alive to protect the Village's safety. Be careful about revealing yourself if you think the Vampire might be in the Village, since a vampirized Guard would have an easy time finding the others!

Variants

  • Village Prisons: During the third night, the Guards open their eyes and point to a player. They must all agree, but the Corrupt Guard's indication is not counted. If that player is a Criminal, they are eliminated; otherwise, nothing happens.

The Other Guard

FactionVillage
AuraWhite
MysticismNo

Description The Other Guard is identical to the Guard in every way.

The Corrupt Guard

FactionCriminals
AuraDark
MysticismNo

Description During the first night, opens their eyes and recognizes the other Guards. During the first night, opens their eyes and recognizes the other Criminals.

Play Advice The Corrupt Guard is the double agent by definition. They are one of the Guards, but their goal is to eliminate the other Guards before the game ends. Like all Criminals, they play a game within the game, having to watch out for the Werewolves while at the same time trying to mask their identity, especially from their fellow Guards.

Variants

  • Non-Criminal: If the Criminals faction is not being played, the Corrupt Guard can still be played as a Guard with a Dark Aura and the Village Faction.

The Healer

FactionVillage
AuraWhite
MysticismYes

Description From the second night on, opens their eyes and learns how many, and which, players were killed that night. Once per game, they may choose to save one of them by pointing to them and giving a nod of confirmation to the Moderator. They cannot save themselves.

Play Advice The Healer is the only Role who can guarantee the Village an extra night with absolute certainty. Keep in mind that you must use your power before being killed or forced to reveal yourself, because at that point you would become the target. However, also remember that not every player killed at night plays for the Village!

The Pack Wolf

FactionWerewolves
AuraDark
MysticismNo

Description Opens their eyes during the Werewolves' turn.

From the second night on, the strongest Werewolf in play points to a player. That player is eliminated. The Werewolves' order of strength is as follows:

  • Pack Leader
  • Outcast Wolf
  • Pack Wolf
  • Wolf Descendant

Play Advice Besides having to hide your true identity from the Village and trying to stay alive, remember that you must also earn the trust of the Pack Leader. He might suspect your loyalty to the pack, believing you to be the Outcast Wolf.

The Cursed Wolf

FactionWerewolves
AuraDark
MysticismNo

Description During the first night, opens their eyes during the Werewolves' turn and recognizes them. On subsequent nights, does not open their eyes, even if they remain the only Wolf in play. If sent to the stake, they may reveal their identity and point to another player. That player is eliminated.

Play Advice Don't be afraid at all of ending up at the stake — in fact, you know that you will most likely have to die to give your fellow pack members the greatest advantage. Your job will therefore be to step into the open, even bluffing a very risky Role, to allow your companions to remain in the shadows.

Variants

  • With the Pack: The Cursed Wolf opens their eyes every night, but can never point to the player to be attacked.
  • The Wolf Cub: Instead of revealing their card and killing another player, the Wolf Cub goes to the stake normally. However, that night, the Werewolves may attack two different players in revenge.

Notes

  • If only the Cursed Wolf remains in play, the game is not over; only during the night no more players will die, and all eliminations will happen during the day.

The Outcast Wolf

FactionOutcast Wolf
AuraDark
MysticismNo

Description Opens their eyes during the Werewolves' turn. If attacked by the Werewolves, the attack is cancelled. From the second night on, the strongest Werewolf in play points to a player. That player is eliminated. The Werewolves' order of strength is as follows:

  • Pack Leader
  • Outcast Wolf
  • Pack Wolf
  • Wolf Descendant

Play Advice Your goal is to remain the only Werewolf in play. To achieve this, your only obstacle is the Pack Leader. Once he has been eliminated, you can kill the other Wolves by pointing to them during the night. To kill the Pack Leader, however, you will need to resort to some scheme or betray him when he least expects it.

Variants

  • The Beta Wolf: Their Victory Condition is that only the Pack Leader has been killed, not that all the Werewolves have been.

Notes

  • The Outcast Wolf is immune to the Werewolves' attack so that the Pack Leader cannot attack him directly.

The Wizard

FactionVillage
AuraWhite
MysticismYes

Description Every night, opens their eyes and points to a player. The Moderator nods "yes" with their head if that player has Mystic Powers, or "no" if they don't.

Play Advice The Mystics are the Village's main defense against all its enemies, and as a result, Roles with Mystic Powers are often the ones most used as cover by the Werewolves. The Wizard's Role is essential for unmasking impostors.

Variants

  • Dark Wizard: Has the same powers as the Wizard, but their Faction is both Werewolves and Vampires. During the first night, they raise their hand during the turn of both factions without opening their eyes, so as to be recognized by their allies.

The Medium

FactionVillage
AuraWhite
MysticismYes

Description Every night, from the second night on, opens their eyes and points to a player who has been killed. The Moderator nods "yes" with their head if that player had a Dark Aura, or "no" if they had a White Aura.

Play Advice The Medium's role is essential for understanding whether the Village is heading in the right direction and for unmasking impostors. Your role won't be very significant at first, but if you manage to reach the third or fourth night, your findings will help confirm some theories and disprove others. Remember that you can also investigate players who were killed during the night, since they too could have had a Dark Aura.

Variants

  • Powerful Medium: After choosing the player, the Medium indicates with their fingers the number "One" if they want to know that player's Aura, or the number "Two" if they want to know whether they had Mystic Powers (like the Wizard's power).

The Merchant

FactionVillage
AuraWhite
MysticismNo

Description In every Vote, may vote any number of times, once for each player.

Play Advice On your own, you have as many votes as the rest of the village combined — of course, no more than one per person. Think carefully about how many times to vote, because if you vote for everyone it's as if you voted for no one.

Variants

  • Dishonest Merchant: Has both the Criminals and Village Factions, winning with either group.
  • Five Votes: Instead of an unlimited number, may only vote five times per Vote. When voting, they indicate with their fingers how many times they have voted so far. This variant makes the final vote count easier for the Moderator.
  • Power of Money: The votes the Merchant receives are always reduced by one in the final count.

Notes

  • The Merchant's presence can make the final vote count more difficult for the Moderator when checking that everyone has voted.

The Orator

FactionVillage
AuraWhite
MysticismNo

Description During the Second Vote, may choose another player. If the chosen player turns out to be the one with the most votes, the stake is cancelled and no one burns that day. To use this power, the Orator holds up their own Card clearly when the Moderator calls the name of the player the Orator has chosen to protect. The Orator cannot use this power on themselves.

Play Advice You have great power, but it is also very risky and delicate to use. Remember that cancelling a stake could also mean saving a guilty party, so use your power only when you truly trust the person you are protecting.

Variants

  • Great Orator: May use their power on more than one player, potentially even all of them, going as far as cancelling the stake entirely.

Notes

  • If two players are tied for the most votes, and one of them has been protected by the Orator, then the other goes to the stake.

The Innkeeper

FactionVillage
AuraWhite
MysticismNo

Description At the start of every day, if the Innkeeper is in play and the Seer identified a player with a Dark Aura that night, the Moderator reveals this publicly, saying: "Word from the inn is that the Seer identified a player with a Dark Aura." Otherwise the Moderator announces: "It is morning, and there is no word from the inn." The identity of the Seer, the Innkeeper and the player with the Dark Aura remain unknown.

Play Advice The Innkeeper is an interesting Role to play, since it makes it possible to disprove the claims of would-be Seers without anyone having to reveal themselves. In fact, the fact that the Innkeeper is in play should remain secret for as long as possible, so that false Seers give themselves away.

Variants The information revealed by the Moderator at the start of the day when the Innkeeper is in play can be changed as you like. It could reveal whether the Wizard discovered a Mystic, whether the Healer used their power, whether a new Vampire was created, and so on. That's the whole mechanic — have fun with it.

Notes

  • The Innkeeper's power works even if the Seer identified a Dark Aura and was killed that same night. This can be very useful, giving the Village one last night of investigation.
  • If the Innkeeper is among the Roles that could potentially be in play, the Moderator must still say each morning that there is no word from the inn, whether because the Seer did not find a Dark Aura, or because the Innkeeper is no longer in play.

The Madman

FactionMadman
AuraWhite
MysticismNo

Description At the start of the game, chooses a Role with Mystic Powers (Seer, Medium, Wizard, Witch or Healer) and behaves as though they were that Role, but without having the corresponding powers (never opening their eyes at night). Their goal, besides helping the Village win, is to be attacked by the Werewolves.

Play Advice There is only one reason the Werewolves would want to attack you: they must genuinely believe you are the Mystic you claim to be. If they realize you're bluffing, you will be sidelined or sent to the stake — either way you will not achieve your goal, which is to make everyone believe your claimed identity. The Madman is a very difficult Role to play. You must win by deceiving everyone, Werewolves and Village alike, while at the same time ensuring that, in the end, victory still goes to the Village. Managing to win with this Role is as arduous as it is rewarding!

Variants

  • Total Madness: For the Madman to win, it is not necessary for the Village to win, only that he has been attacked at least once by the Werewolves.
  • Transfer of Powers: If the Mystic the Madman chose is in play and is later killed, during the next night turn the Moderator taps the Madman's shoulder; they open their eyes and take on that Mystic's Role and its respective powers.

The Sinner

FactionVillage
AuraDark
MysticismNo

Description During the first night, raises their hand during the Priest's turn to be recognized.

Play Advice Yours is a very difficult Role. Your goal is the same as every other Village inhabitant, but if you are probed by the Seer, she will see a Dark Aura on you. Your only ally against ending up at the stake, mistaken for a Werewolf, is the Priest, who knows your identity. But remember that you don't know his, so think carefully before trusting a Priest who clears your name by saying he knows you really are the Sinner! If the Village truly doesn't trust you, remember that in this game you don't have to stay alive to win — you can sacrifice yourself for the common good.

The Priest

FactionVillage
AuraWhite
MysticismNo

Description During the first night, opens their eyes and sees whether the Sinner is in play and who they are; afterward, the Moderator nods their head to indicate whether Bocca di Rosa is in play.

Play Advice The Sinner and Bocca di Rosa are two very difficult Roles to play, since they have Dark Auras but play for the Village. They are both, at the same time, very convenient cover for other players with Dark Auras. Your job is to confirm or deny their identities and spare the Village a wrongful burning.

Variants

  • Aura of Faith: The Priest has Mystic Powers, and is therefore immune to the Vampire's attack and gives a positive result to the Wizard.
  • Redeeming Priest: If attacked by the Vampire, the Priest is not vampirized. Instead, the Priest dies, but the Vampire's Aura becomes White and their Faction becomes Village.

The Spy

FactionCriminals
AuraWhite
MysticismNo

Description During the first night, opens their eyes and recognizes the other Criminals. Each day, may keep their eyes open during the First Vote.

Play Advice The information you have access to will be truly extensive. From the way a player votes you can learn a great deal about them; you will also immediately know the identity of the Mayor, the Merchant and the Pettifogger. Your goal is to make the best use of this information without revealing your identity. You are one of the two Criminals with a White Aura — try to make the most of this trait.

Variants

  • Ongoing Investigations: If at least one Guard is in play, every day the Spy decides to use her power, the votes she receives in that Vote are doubled.

The Witch

FactionVillage
AuraWhite
MysticismYes

Description Every night, from the second night on, opens her eyes and points to another player. If the chosen player is attacked by the Werewolves that night, the attack is cancelled and the Moderator nods "no" with their head to let them know the attack did not succeed, without specifying why.

Play Advice The Witch is the only Role who can stop the Werewolves' attack every night, provided she manages to guess their moves and act preemptively. Try not to reveal your identity too easily, since you are perhaps the only target on the Wolves' list that ranks even ahead of the Seer.

Variants

  • Curse: The player pointed to by the Witch is not protected from the attack; however, if attacked by the Werewolves, the strongest Werewolf in play also dies at the end of that same night.

The Traitor

FactionWerewolves
AuraWhite
MysticismNo

Description During the first night, raises their hand during the Werewolves' turn to be recognized.

Play Advice Your goal is to help the Werewolves win, but without knowing who they are. First you must try to figure out who they are so you can help them in their task. Remember that they know your identity, so they may give you signals during the game to help you figure out theirs.

Variants

  • Unknown Traitor: Does not raise their hand during the Werewolves' turn. If the Werewolves attack them, they are not killed, but instead open their eyes and recognize the Werewolves.

The Vampire

FactionVampire
AuraDark
MysticismNo

Description From the second night on, may point to a player. If that player is a Werewolf or the Vampire Hunter, the Vampire is eliminated. If they are a player with Mystic Powers, the attack has no effect. In all other cases, that player opens their eyes and becomes a Minor Vampire: they lose every power they had, their Aura becomes Dark and their Faction becomes Vampire.

Play Advice You are the third faction in the game. At night, you are not as powerful as the Werewolves and must fear their attacks; during the day, you are not as influential as the Village and must fear the stake. But in both cases, your powers still make you formidable. Choose your victims carefully, even waiting an extra turn to make sure you don't make a wrong attack, and don't try to attack every turn. You will find that even just a couple of Minor Vampires are more than enough to secure victory, even if you should be killed in the meantime. Remember that the Minor Vampires don't know each other! It is up to you, by carefully choosing your words, to make them understand who to vote for and how to move during the day. If played well, the Vampire can become one of the most exciting Roles in the whole game.

Variants

  • Open Attack: The chosen player opens their eyes in every case and recognizes the Vampire regardless of the outcome.
  • Blood Legacy: If the Vampire dies, the first of the Minor Vampires takes their place. The Moderator taps their shoulder during the Vampire's turn to let them know.

The Seer

FactionVillage
AuraWhite
MysticismYes

Description Every night, opens their eyes and points to a player. The Moderator nods "yes" with their head if that player has a Dark Aura, or "no" if they have a White Aura.

Play Advice The Seer is the main Role of the Village Faction; her job is the most delicate and, of course, she is at the top of the Werewolves' list of potential targets. Choose carefully when to reveal yourself: too soon and you play into the Werewolves' hands, too late and you will have withheld valuable information from the Village for too long. Remember that you are very likely to be killed before the game ends, but your survival is entirely irrelevant to whether the Village wins.

Notes

  • The Seer, together with a variable number of Werewolves, is the only Role that must always be included in every composition of the village.