Competitive

Competitive Werewolf: Tournament Rules and Format

The formalized tournament version of Werewolf — 10 players, fixed roles, timed speeches, and FIIM scoring.

Competitive (tournament) Werewolf is a formalized version of social Werewolf with fixed rules, timed speeches, and a scoring system. Tournaments are sanctioned by FIIM (the International Intellectual Mafia Federation). The scene is centered on the Russian-speaking competitive circuit but is steadily growing internationally.

How It Differs from Casual Werewolf

Aspect Casual Werewolf Competitive Werewolf
Player count 6–16, flexible Exactly 10
Roles Many variants 4 roles, always
Speech time Unlimited Strictly 1 minute
Role reveal on elimination Usually revealed Never revealed
Scoring None FIIM point system
Game Master Informal Certified judge

Table Composition

Always 10 players + 1 Game Master:

  • Villagers — 6 players
  • Werewolves — 2 players
  • Alpha Wolf — 1 player (Werewolf leader)
  • Seer — 1 player (Villager leader)

No additional roles. No Doctor, Courtesan, or Maniac. Only four roles — and pure deduction.

Roles

Villager (x6)

  • No night abilities
  • Wins when all Werewolves are gone
  • Primary task: observe, reason, vote

Seer (x1)

  • Checks one player each night
  • The GM signals: "red" (Villager) or "black" (Werewolf)
  • The Alpha Wolf checks as black (unlike some casual variants)
  • Main goal: find the Werewolves and convince the table

Werewolf (x2)

  • At night the black team (Werewolves + Alpha Wolf) agrees on a target
  • If they cannot agree, there is no night action (the GM decides)
  • During the day they pose as Villagers

Alpha Wolf (x1)

  • Leads the Werewolves and takes part in the nightly elimination
  • After the Werewolves act, wakes alone and checks one player
  • The GM signals: "Seer" or "not Seer"
  • Main goal: find the Seer and take them out

Game Flow

Night Zero (introduction)

  1. Everyone closes their eyes
  2. Werewolves and the Alpha Wolf wake up, see each other, agree on signals
  3. The Seer wakes up and identifies himself to the GM
  4. No elimination occurs — this is acquaintance only

Day Phase

  1. The GM announces the start of day
  2. Each player gets exactly 1 minute to speak — in order around the table, starting from a seat chosen by the GM
  3. During another player's speech it is forbidden to interrupt, nod, or gesture
  4. After all speeches — nomination phase: players nominate candidates for the vote
  5. Each nominee gets 30 seconds for a defense speech
  6. Voting: show of hands, the GM counts
  7. The player with the majority is voted out

Night Phase

  1. "The city falls asleep"
  2. Werewolves wake and point to a target
  3. The Alpha Wolf wakes (after Werewolves) and checks one player for the Seer role
  4. The Seer wakes and checks one player
  5. The GM announces morning and the result of the night

"Best Move" (testament)

A player taken out during the night earns the right to a "best move" — they name three suspects. If all remaining Werewolves are among those three, the team earns bonus points.

Conduct Rules

Competitive Werewolf strictly regulates behavior:

  • Hands on the table. You may not hide your hands, gesture, or touch your face during another player's speech.
  • No reactions. Nodding, shaking your head, facial expressions — all forbidden while someone else is speaking.
  • The timer is absolute. Exactly 60 seconds. The GM cuts your speech without warning.
  • No off-speech discussion. You may only communicate during your own minute.
  • Fouls. Violations earn warnings. Three warnings mean removal from the game.

Scoring System (FIIM)

A tournament consists of a series of games. Points are awarded for:

Outcome Points
Team victory Base points for the entire team
Best move (all Werewolves guessed) Bonus for the eliminated player and team
Best player at the table (GM's choice) Additional points
Fouls Penalty points
Removal from game Negative for the round

The exact formula varies by tournament regulations, but the general principle is: win, play clean, make precise moves.

Strategy

For Villagers

  • Listen carefully to speeches. Contradictions, nervousness, shifting arguments — these are the key tells.
  • Do not reveal the Seer early. The longer the Seer stays hidden, the more checks they complete.
  • Vote consistently. Erratic voting confuses your teammates more than your opponents.

For Werewolves

  • Find the Seer as fast as possible. The Alpha Wolf should check active, confident players — they are more likely to be the Seer.
  • Split roles in discussion. One Werewolf accuses, another defends — creating the appearance of independent opinions.
  • Do not target players who suspect Villagers. If a Villager is leading the table astray, let them live.

For the Alpha Wolf

  • Priority: identify the Seer. Every night the Seer survives means another check against you.
  • Watch accusation patterns. A player who accuses accurately and logically may well be the Seer.

For the Seer

  • Do not reveal yourself on day one. You have too little data yet.
  • Check active players. Quiet players are less likely to be Werewolves — Werewolves need to steer the discussion.
  • Prepare a "testament." If you go down, the table should know your check results.

Where to Play

Competitive Werewolf is played in clubs worldwide. Tournaments are organized under FIIM and regional federations. Search for a local club or league — or start your own with a group of ten and the rules above.

See Also

Want to practice tournament rules at home? Open the Competitive setup — exactly 10 players, 4 roles, ready to go.