Beginner guide
Your First Werewolf Game: Quick-Start for New Groups
Explain the rules in 2 minutes, set up a 7-player Werewolf game, and start playing — a no-fuss guide for first-time hosts.
You've got a group of friends, someone suggested Werewolf, and now you need to explain the game and start playing in under five minutes. This page is your cheat sheet.
No prior experience required. No cards, no board, no download. Just people.
The 30-Second Pitch
Here's how to describe Werewolf to someone who has never heard of it:
It's a party game. Most of you are innocent Villagers. A few of you are secretly Werewolves. At night, the Werewolves secretly take someone out. During the day, everyone argues about who the Werewolves are and votes someone out. Villagers win by catching all the Werewolves. Werewolves win by outnumbering the Villagers. You're going to lie to each other's faces.
That's the whole pitch. If people want more detail, they'll ask. Don't over-explain before the first game.
Minimum Setup
You need:
- 7 people — 6 players and 1 Game Master (GM)
- A way to assign roles — folded paper slips, playing cards, or a phone app
- A room where everyone can sit in a circle and close their eyes without peeking
That's it. 8-12 players is better, but 7 works fine for a first game.
The Simplest Role Set
For your very first game, keep it minimal. Use only these roles:
| Role | Count | Team | What they do |
|---|---|---|---|
| Villager | 4 | Villagers | No special power. Discuss and vote. |
| Werewolf | 2 | Werewolves | Secretly eliminate one player each night. |
| Seer | 1 | Villagers | Checks one player per night — the GM reveals if they're a Werewolf. |
That's 7 players total (plus you as GM). No Doctor, no Alpha Wolf, no exotic roles. You're teaching the core game: lying, reading people, and voting.
Why skip the Doctor? Because the Doctor adds a rule that slows down your first game. You want people focused on the social mechanics — who's lying, who's deflecting — not on action resolution. Add the Doctor in game two.
How to Explain the Rules
Sit everyone in a circle. Then say something like this:
OK, here's how it works. I'm the Game Master — I don't play, I run things. Each of you gets a secret role. Most of you are Villagers. Two of you are secretly Werewolves. One of you is the Seer.
The game goes Night, Day, Night, Day. At Night, everyone closes their eyes. I'll wake up the Werewolves — they silently point at someone to take out. Then I'll wake up the Seer — they point at someone to investigate, and I'll nod or shake my head to tell them if that person is a Werewolf.
In the Morning, I'll tell you who didn't survive. Then you all discuss — accuse people, defend yourself, argue, lie, whatever. After a few minutes, you nominate and vote. The person with the most votes is eliminated.
Villagers win when both Werewolves are gone. Werewolves win when the number of Werewolves equals the number of Villagers. Once you're out, you stay silent — no hints, no reactions.
Questions? No? Let's go.
Assign roles. Paper slips work fine: write "Villager" on four slips, "Werewolf" on two, "Seer" on one. Fold them, shuffle, let everyone draw.
Your First Night
Once roles are assigned, start immediately.
The city falls asleep. Everyone close your eyes.
Wait a moment. Look around to make sure all eyes are closed.
Werewolves, open your eyes.
The two Werewolf members open their eyes and see each other. This is important — they now know who their partner is.
Point at someone you want to eliminate.
They silently agree on a target. Give them 10 seconds.
Werewolves, close your eyes.
Pause.
Seer, open your eyes. Point at someone you want to check.
The Seer points. Nod if the target is a Werewolf, shake your head if not.
Seer, close your eyes. The city wakes up. Everyone open your eyes.
That's it. Your first night is done.
Your First Day
Announce the result:
Last night, [Player X] was eliminated. [Player X], you're out — no talking.
Then open discussion:
The floor is open. You have three minutes. Who do you think is a Werewolf?
For your first game, expect awkward silence. That's normal. Prompt people:
[Player Y], you've been quiet. What do you think?
Anyone notice anything? Any suspicions?
After 3 minutes, call for nominations:
Time's up. Who do you want to put to a vote? Raise your hand and name someone.
Let nominated players defend themselves briefly. Then vote by show of hands. The player with the most votes is out.
[Player Z] has been voted out. [Reveal their role if you want — recommended for first games.]
Then start the next night. Repeat until one team wins.
After the First Game
Your first game will probably be short and a bit messy. That's fine — everybody learned the mechanics.
For the second game, add the Doctor (protects one player per night from the Werewolves' action). This adds a layer of strategy without much complexity.
For the third game, add the Alpha Wolf (Werewolf leader who checks whether a player is the Seer). Now you have the classic Werewolves vs Seer vs Alpha Wolf dynamic.
Suggested progression:
| Game | Roles added | Total players |
|---|---|---|
| 1st | Villagers, Werewolves, Seer | 7 |
| 2nd | + Doctor | 7-8 |
| 3rd | + Alpha Wolf | 8-9 |
| 4th | + Lover or Courtesan | 9-10 |
Don't rush to add everything. Each new role makes the game richer but also harder to manage.
Common First-Game Problems
Nobody Talks
The most common issue. Day phase is silent because people don't know what to say.
Fix: Force everyone to speak. Go around the circle: "Each person gets 30 seconds. State your suspicion." Once people start talking, the conversation flows naturally.
Game Ends Too Fast
If the Werewolves win on day 2 every time, your ratio is off — too many Werewolves or not enough players.
Fix: Use the setup guide to pick the right role count. For 7 players, 2 Werewolves is correct. For 6 players, you might want just 1 Werewolf with a Seer.
The GM Messes Up the Night
You forgot to wake the Seer. You accidentally said someone's name during the night phase. You lost track of the Werewolves' target.
Fix: Write down every action as it happens. Or use a game master app that handles the sequence and tracking for you. Also, keep the GM script open as a reference.
Someone Peeks During Night
A player opens their eyes when they shouldn't.
Fix: Be firm. Call it out immediately. "Eyes closed. I see peeking." If it happens again, that player is eliminated as a penalty. Set the expectation early that night phase integrity matters.
Arguments About Rules
Players disagree about how something works mid-game.
Fix: Establish one rule at the start: "The GM's word is final." Discuss rules between games, not during them.
See Also
Ready to Play?
Running your first game and afraid of getting confused? Start with the Beginner setup — the app walks you through the night step by step: who to wake, what gesture to show, who survived. Like a cheat sheet on your screen.