Rules & Variants
Everything you need for a smooth game.
Werewolf is a party game of deception and deduction. Players are secretly divided into two teams: the Werewolves (who know each other) and the Villagers (who don't know who's who). The game alternates between Night and Day phases until one side wins.
Everyone closes their eyes. The Game Master calls each role in order:
• The first night is mostly for role confirmation. The GM wakes each active role so they can show themselves, then sends them back to sleep.
• Open Werewolves may choose a player on the first night only if First Night Move is active.
• If that rule is on, the Doctor also makes a normal first-night move and may heal one player.
• Closed Werewolves uses the first night to agree the opening sequence silently. No one is marked yet.
• On the first night, Alpha Wolf, Seer, Lover, Maniac, and Courtesan only wake to say hi to the GM.
• From the second night onward, the active roles use their normal powers: Alpha Wolf checks for the Seer, Seer checks for Werewolves, Doctor heals, Lover grants vote immunity, Courtesan blocks, and Maniac acts independently.
After all actions, the GM resolves the night: the choices, heals, and blocks are applied.
Suggested GM lines for the first night:
• Open Werewolves, first move on: "Werewolves, wake up. First-night move is active. Agree on one player silently."
• Doctor, if first move is on: "Doctor, wake up. Heal one player tonight."
• Open Werewolves, first move off: "Werewolves, wake up. See each other, agree on your signals, and go back to sleep. No move tonight."
• Closed Werewolves: "Werewolves, wake up one by one. First night only: agree on your opening sequence silently. No one is marked tonight."
• Any other active role: "Wake up. Show yourself to the GM only. No action tonight."
The village wakes up. The GM announces who is out after the night (without revealing roles). Then the village discusses:
Nominations: Any living player can be nominated for the vote. Multiple nominations are allowed.
Final Vote: From the nominated candidates, the village votes. The player with the most votes is out. Their role is revealed.
Some variants allow Last Words - the player who is out gets one final statement before leaving the game.
• Villagers win when all Werewolves are out.
• Werewolves win when the number of Werewolves equals or exceeds the number of living Villagers.
• Maniac wins if they're the last one standing (rare solo victory).
👤VillagerVillage
No special ability. Uses logic and discussion to find Werewolves. Votes during the day.
🐺WerewolfWerewolf
Knows fellow Werewolves. Together they choose one player each night.
🐺Alpha WolfWerewolf
The Mafia leader. Joins the Mafia choice and, if Don Investigation is enabled, may investigate one player from the second night onward to find the Sheriff. When Don Immunity is enabled, the Sheriff reads the Don as a Citizen.
🔮SeerVillage
Investigates one player per night and learns if they are Mafia or Citizen. Cannot check themselves. The Don reads as Mafia unless Don Immunity is enabled.
💊DoctorVillage
Chooses one player to heal each night. If that player was chosen by the Werewolves or Maniac, they stay in the game. By default, cannot heal the same player two nights in a row (configurable).
💕LoverVillage
Each night, chooses one player to grant vote immunity for the next day. That player cannot be voted out. Cannot protect the same player two nights in a row.
🔪ManiacSolo
A lone role. Chooses one player per night independently of the Werewolves. Not aligned with anyone.
💋CourtesanVillage
Visits one player at night, blocking their personal night action entirely. Cannot visit the same player twice in a row. In this ruleset, blocking one Werewolf does not stop the Werewolves' group move.
🧙WitchVillage
Each night, the Witch learns who the Mafia targeted. She holds two single-use potions: a heal potion to save the victim, and a kill potion to eliminate any player. Each potion can only be used once per game. The kill potion bypasses the Doctor's protection.
🃏JesterSolo
An independent role. The Jester wins the game instantly if they are eliminated by the day vote. They have no night action and appear as a Villager to the Seer.
🏹HunterVillage
A Villager-aligned role. When the Hunter is eliminated (by night kill or day vote), they immediately choose one living player to take down with them.
Open Werewolves (Classic)
Werewolves act together. On the first night they meet, and on later nights they agree on one player silently.
Closed Werewolves
The first night is used to agree on the opening sequence silently. On later nights, the GM collects each Werewolf choice: if all signs match, that player is marked; if not, the move is skipped.
No First Night Move
In open Werewolf mode, the Werewolves skip the first-night move and only meet. The Doctor also skips healing on the first night. Other active roles only show themselves to the GM.
Doctor Self-Heal
The Doctor is allowed to choose themselves. Makes the Doctor more powerful. Some groups limit self-heal to once per game.
Reveal Roles On Death
When a player is out, the GM announces their role. With this on, dead special roles stop waking at night. With it off, the GM keeps their usual night pauses so the table gets no extra information.
No Last Words
Players who are out cannot speak after the vote. Prevents last-second role reveals that can drastically shift the game.
Silent Alpha Wolf
The Alpha Wolf does not have investigation powers, they function as a regular Werewolf. Simplifies the night phase and makes the Seer more powerful.
• Recommended player counts: 6-12 players works best. Use 1 Werewolf per 3-4 players.
• Keep the pace: Night should be quick (30-60 seconds per role). Day discussion can be 3-5 minutes.
• Be theatrical: Narrate the night with flavor text. "The village sleeps... but the game keeps moving."
• Manage reveals carefully: Don't confirm or deny anything until the proper reveal moment.
• Balance is key: Too many special roles can overwhelm. Start with Werewolf + Doctor + Seer, add others as your group gets experienced.