Werewolf Night

Rules & Variants

Everything you need for a smooth game.

The Basics

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.

Night Phase

Everyone closes their eyes. The Game Master calls each role in order: • First Night Move ON: The first night is a full game night. All roles wake up, greet the GM, and perform their normal actions — the Werewolves choose a target, the Doctor heals, the Seer investigates, and so on. In Closed Werewolves mode, the GM collects silent signs from each Werewolf as usual. • First Night Move OFF: The first night is for introductions only. Each role wakes up to show themselves to the GM, then goes back to sleep. No actions are taken. In Closed Werewolves mode, the first night is used to agree on the opening sequence silently. After all actions, the GM resolves the night: the choices, heals, and blocks are applied.

First Night Script

Suggested GM lines for the first night: • First move ON, Open Werewolves: "Werewolves, wake up. First-night move is active. Agree on one player silently." • First move ON, any other role: The GM uses the normal night script — each role wakes up and performs their action. • First move OFF, Open Werewolves: "Werewolves, wake up. See each other, agree on your signals, and go back to sleep. No move tonight." • First move OFF, any other role: "Wake up. Show yourself to the GM only. No action tonight." • Closed Werewolves (always): "Werewolves, wake up and get to know each other. First night only: silently agree on the order of whom to visit on the coming nights. No one is marked tonight."

Morning & Day Phase

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.

Win Conditions

Villagers win when all Werewolves are out and no Maniac is left. • Werewolves win when they equal or outnumber the living Villagers — and no Maniac or Jester is left in play. • Maniac wins once the Werewolves are gone, at most one Villager remains, and no Jester is left (rare solo victory).

Role Guide

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 pack leader. Joins the Werewolves' choice and, if Alpha Wolf Investigation is enabled, may investigate one player to find the Seer. Investigation starts from the first night when First Night Move is on, otherwise from the second night. When Alpha Wolf Immunity is enabled, the Seer reads the Alpha Wolf as a Villager.

SeerVillage

Investigates one player per night and learns if they are a Werewolf or Villager. Cannot check themselves. The Alpha Wolf reads as Werewolf unless Alpha Wolf 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 themselves, and 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. Wins once the Werewolves are gone, at most one other villager remains, and no Jester is left in play.

CourtesanVillage

Visits one player at night, blocking their personal night action entirely. Cannot visit themselves or the same player twice in a row. In this ruleset, blocking one Werewolf does not stop the pack's group move.

WitchVillage

Each night, the Witch learns who the Werewolves targeted. She holds two single-use potions: a healing potion to save the victim, and a death potion to eliminate any player. Each potion can only be used once per game. The death 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 (taken out at night or voted out by day), they immediately choose one living player to take down with them.

Popular Variants

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

All roles skip their first-night actions and only greet the GM. The Werewolves meet or plan without choosing a target. Gives the table a calm first night focused on introductions.

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.

GM Tips

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.