In Werewolf, a basic setup includes Werewolves, Villagers, a Seer, a Doctor, and a Moderator. Our deck also includes secondary roles such as the Alpha Werewolf, Witch, Village Drunk and a few Wild Cards for additional roles you may want to add. Below, you'll find further explanation of each role.
The flow of the game lives and dies by the Moderator's hand. They are the sole player that knows the role of each player, and walks the rest of the players through day, night and death the following morning. It's their job to keep the game moving, so some Moderators opt for a 5 minute time limit during the day for everyone to decide who to kill off. They also are the one who calls for a vote when a nominee to be killed off has arisen. The Moderator may find it helpful to use a pen and paper to keep track of each role and who has been killed that night should there be a large quantity of players.
The most commonplace role, a simple Villager, spends the game trying to root out who they believe the werewolves (and other villagers) are. While they do not need to lie, the role requires players to keenly sense and point out the flaws or mistakes of their fellow players. Someone is speaking too much? Could mean they're a werewolf. Someone isn't speaking enough? Could mean the same thing. It all depends on the people you're playing with, and how well you know them.
Typically werewolves are outnumbered by villagers 2 to 1. So a game of 6 players would have 2 werewolves. The goal of the werewolves is to decide together on one villager to secretly kill off during the night, while posing as villagers during the day so they're not killed off themselves. One by one they'll kill off villagers and win when there are either the same number of villagers and werewolves left, or all the villagers have died. This role is the hardest of all to maintain, because these players are lying for the duration of the game.
The Seer, while first and foremost a villager, has the added ability to "see" who the werewolves are once night falls. When called awake by the Moderator, the Seer can point to any of their fellow players and the Moderator must nod yes or no as to whether or not they are indeed a Werewolf. The Seer can then choose to keep this information a secret during the day, or reveal themselves as the Seer and use the knowledge they gained during the night in their defense or to their advantage during the day. The strategy here is up to you.
Also a villager, the Doctor has the ability to heal themselves or another villager when called awake by the Moderator during the night. Should they heal themselves, then will be safe from being killed by the werewolves, or should they want to prove themselves the Doctor or fear the death of a fellow villager, can opt to heal them instead. Again, the strategy here is up to you.
Special Roles & Wild Cards
Included in our set are Wild Cards which can used for additional roles of your choice (or to replace a missing card in your deck). Use these card to add an additional werewolf or a character with a special ability or disability. Below are some examples of additional roles we recommend.
The Village Drunk
This role, while first and foremost taking on all the elements of a regular Villager throughout the game, also has the additional burden of only being able to communicate with gestures or noises. They may not talk during the day at all, and if they do, automatically die during that night. It may be the strategy of others (Werewolves, for instance) to pretend to be the Drunk, as the role is so unique and easily recognized.
This role, while first and foremost taking on all the elements of a regular Villager throughout the game, also has the additional powers of one potion and one poison, which they may use at any point throughout the game. When the Witch is added, the Moderator will wake them up separately during the night with, “The Witch comes awake…” and follows this with “The Witch brings someone back to life.” and “The Witch poisons someone.” The Witch will then point to the person they want to poison or bring back to life.
While the Witch can only use their potion and poison once, each action must be said each night to retain anonymity as to what has been done. They can only use one per evening until both are gone, and have the ability to save them until a point in the game they deem fit.
The Alpha Werewolf
This role, while first and foremost taking on all the elements of a regular Werewolf throughout the game, also has the additional burden of saying the word “Werewolf” at least once during the day.
This is a challenge, because everyone playing will need to actively avoid saying the word “Werewolf” in an attempt to root out the Alpha Werewolf, who must say it at least once. In order for the Moderator to know which of the Werewolves is the Alpha, we recommend having that person raise their hand the first time the Werewolves come awake at night, and making a note. If the Alpha Werewolf fails to say “Werewolf” during the day, they automatically die the next night.