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)
- Everyone closes their eyes
- Werewolves and the Alpha Wolf wake up, see each other, agree on signals
- The Seer wakes up and identifies himself to the GM
- No elimination occurs — this is acquaintance only
Day Phase
- The GM announces the start of day
- Each player gets exactly 1 minute to speak — in order around the table, starting from a seat chosen by the GM
- During another player's speech it is forbidden to interrupt, nod, or gesture
- After all speeches — nomination phase: players nominate candidates for the vote
- Each nominee gets 30 seconds for a defense speech
- Voting: show of hands, the GM counts
- The player with the majority is voted out
Night Phase
- "The city falls asleep"
- Werewolves wake and point to a target
- The Alpha Wolf wakes (after Werewolves) and checks one player for the Seer role
- The Seer wakes and checks one player
- 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.