Rules & Variants
Everything you need for a smooth game.
The Basics
Night Phase
First Night Script
Morning & Day Phase
Win Conditions
Role Guide
No special ability. Uses logic and discussion to find Werewolves. Votes during the day.
Knows fellow Werewolves. Together they choose one player each night.
The Mafia leader. Joins the Mafia choice and, if Don Investigation is enabled, may investigate one player to find the Sheriff. Investigation starts from the first night when First Night Move is on, otherwise from the second night. When Don Immunity is enabled, the Sheriff reads the Don as a Citizen.
Investigates one player per night and learns if they are a Werewolf or Citizen. Cannot check themselves. The Alpha Wolf reads as Werewolf unless Alpha Wolf Immunity is enabled.
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).
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.
A lone role. Chooses one player per night independently of the Werewolves. Not aligned with anyone.
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.
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.
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.
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.
Popular Variants
Werewolves act together. On the first night they meet, and on later nights they agree on one player silently.
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.
All roles skip their first-night actions and only greet the GM. Mafia meets or plans without choosing a target. Gives the table a calm first night focused on introductions.
The Doctor is allowed to choose themselves. Makes the Doctor more powerful. Some groups limit self-heal to once per game.
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.
Players who are out cannot speak after the vote. Prevents last-second role reveals that can drastically shift the game.
The Alpha Wolf does not have investigation powers, they function as a regular Werewolf. Simplifies the night phase and makes the Seer more powerful.