Play the Werewolves game

Author: Roger Morrison
Date Of Creation: 24 September 2021
Update Date: 1 July 2024
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Let’s Play ONE NIGHT ULTIMATE WEREWOLF | Overboard, Episode 6
Video: Let’s Play ONE NIGHT ULTIMATE WEREWOLF | Overboard, Episode 6

Content

Werewolves (also available as "The Werewolves of Wakkerdam") is a super fun party game that can be played with a large group of people. The aim of the game is to discover and kill the werewolves among the villagers. Start by shuffling and dealing the playing cards, making sure they contain two werewolves, a doctor and a visionary card. There are also jokers that can be played, such as the Drunkard, the Witch, and the Alpha Werewolf. Then the night round begins and the game leader lets the werewolves choose a victim - the doctor gets to save one person, and the seer gets a chance to guess a person they think is a werewolf. When the night round ends, the day round begins and the players discuss their characters and then vote on who they think is a werewolf. That character is then killed (and thus out of the game) and the night round starts again. Play continues until either the werewolves or the villagers have won. A popular version of the game called "One Night: Ultimate Werewolf" has even more characters to play.


To step

Part 1 of 3: Deal out the cards

  1. Collect at least seven players. Werewolves are meant to be played with a large group of people. Gather a minimum of seven players and have them line up on the floor or at a table so that they can sit together during the night phase.
    • An odd number of players is best, but not required for the game.
  2. Choose a moderator for each game. The moderator does not play in the round, but is responsible for making the game run smoothly. He shuffles and deals the cards and knows the role of each player. The moderator's job is to guide the rest of the players through the stages of the game.
    • If you play several times in a row, make sure that the same is not always the moderator.
    • If there are a large number of players, the moderator can use a notebook to write down each player's role and who was killed to keep track of the game.
  3. Select the number of cards according to the number of players. The cards represent the role each player assumes during the game. Count the number of players and give each one a card.
    • Set aside the remaining cards.
  4. Have a seer, doctor and werewolf in your selection. All players have a role in the game, but the seer, doctor and werewolves have special functions and keep the game interesting. It is important that you have a good selection of characters so that the game can run smoothly.
    • There must always be 1 seer, 1 doctor and 2 werewolves.
    • The remaining cards must be villagers.
    • Exchange a villager for an extra werewolf in games of 16 or more players.

    Tip: If you don't have the official deck, you can use homemade cards to play the game. Write or draw villagers, werewolves, a seer and a doctor on cards and let people pick them from a hat or bag.


  5. Add wildcards to make the game more intriguing, if desired. You can choose to bring the jokers included with the werewolf deck to add extra reels to the game. You can also use them to replace a missing card if necessary. Replace a Villager card with a Drunkard, Witch, or Alpha Werewolf to add an extra element to the game.
    • The drunkard acts like an ordinary villager throughout the game, but can only communicate with gestures or sounds. When the drunkard says something, he automatically disappears from the game. Other characters, such as the werewolf, can pose as the drunkard as a strategy.
    • The witch also acts like a villager throughout the game, except she has the option to use a healing potion and one time poison at any time during the game. When the witch is added, the moderator will wake them up separately during the night round and give the option to poison or revive a player.
    • The alpha werewolf acts like a normal werewolf, but must say the word "Werewolf" at least once during the day. This will become difficult as other players can actively avoid the word to track down the alpha werewolf. If the Alpha Werewolf doesn't say the word during the day round, it will automatically disappear from the game.
  6. Shuffle the cards and hand them out face-down. After you have drawn the required number of cards and characters from the deck, shuffle them well. Then hand them out so that each player has a card.
    • Each player must look at his card, but must keep his role a secret from the other players.

Part 2 of 3: Entering the night lap

  1. Tell all players to close their eyes. The first phase of a werewolf game is the night round. After the cards have been dealt to the players, the moderator will announce the start of the night phase by saying, "Close your eyes."
    • If a player opens their eyes or cheats, they are out of the game.
  2. Slap on your knees or on the table to cover up noise. Werewolf is set up in such a way that the players do not know what role the other players have. To add to the mystery, all players must be on their knees or drum the table to mute any sounds coming from other players.
    • Have the players tap together in a rhythm to make the sound louder.
    • Each player must keep his eyes closed when it is not his turn.
  3. Let the werewolves choose who to kill. As the players drum with their hands, the moderator says, "Werewolves, open your eyes." The werewolves then open their eyes and point to who they want to kill. The two werewolves must agree on a villager to kill.
    • The werewolves have to keep drumming while they decide so that the other players don't suspect them.
    • When the werewolves make a decision and agree on a victim, the moderator takes note of who is being killed and says, "Werewolves, close your eyes."

    Tip: Use any gesture, such as a nod, a raised eyebrow, or a head movement, to indicate which player will be killed.


  4. Let the doctor save one person. While the other players continue to play drums, the moderator says, "Doctor who do you want to cure?" The person with the Doctor card then opens their eyes and chooses a person who will survive if the werewolves decide to kill them. The moderator takes note of the choice and the doctor closes his eyes again.
    • The doctor can choose to save himself if he wants to.
    • The doctor must not know who will kill the werewolves.
    • If someone was chosen to be killed by the werewolves and the doctor chose to save that person, the moderator will say at the start of the day, "Someone is saved."
  5. Have the seer try to identify a werewolf. After the doctor has made his choice and the players drum with their eyes closed, the moderator says, "Seer, open your eyes. Seer, choose someone to question. "The person with the seer's card then opens his eyes and points to a player he thinks is a werewolf. The moderator uses a silent gesture to let them know if a werewolf has been identified. The seer then closes his eyes again.
    • The moderator can give the thumbs up or nod in agreement to let the seer know that the guess was correct.
    • In some versions of the game, such as One Night: Ultimate Werewolf, the seer is allowed to view the card of the player of his choice, rather than simply indicating whether a player is a werewolf or not.
    • Make sure to play as quietly as possible so the werewolves can't figure out who the seer is.
    • The seer may only place one bet per game.
  6. Have the witch poison or heal one person if he wants to. If you play a game with the witch card, the moderator will say, "The witch awakens." The moderator then says, "The witch brings someone back to life," and then, "The witch is poisoning someone." During either statement, the witch can designate a player to poison or revive.
    • Even if the witch is killed, the moderator will make the announcement every round to keep the witch's identity a secret.
    • The witch can only use each potion once, but can use it whenever he wants.
  7. End the night round and indicate who was killed. Once werewolves, doctor and seer have made their choices, the moderator says, "Everyone open your eyes, it's daytime." The moderator then tells the person who was killed that they are out of the game. The player puts his card back without revealing his character.
    • Make it a story! The moderator can make up a story about how the player was killed. In addition, the player who was killed can "die dramatically".
    • An alternate rule you can use is to have the person killed reveal his or her character to the rest of the players.

Part 3 of 3: Playing the day round

  1. Have each of the players introduce themselves. The day phase begins with each player's turn to talk about themselves in the character of a villager. The Werewolf, Doctor and Seer try to trick the others into believing they are normal villagers.
    • Role-playing is an important part of the game, so make it your own!
    • For example, when it is your turn, say something like, "Hi, I'm Chris, the local blacksmith. I've sharpened a bunch of pitchforks and I'm ready to hunt werewolves! "

    Tip: Let each player stay in character throughout the game to make conversations and voting more interesting!

  2. Vote which character is considered a werewolf. After each of the players has introduced themselves, they have to discuss who they believe is a werewolf. The players can say whatever they want. They can promise, swear, lie, try to hide something, or tell wild stories about who they are. The moderator then votes and the player who the majority of players say is a werewolf is "killed". That player is now out of the game.
    • To keep the game moving there does not need to be a limit, but set a five minute time limit for the day phase to force the other players to make a decision about who to kill.
    • If the village is out of time or they can't get a majority vote, the round ends, no one gets killed, and the chance to potentially kill a werewolf has been missed.
  3. Restart the night round and play until there is a winner. After the players vote on who they want to kill, the character is out of the game and the next round begins. The players close their eyes and drum on their knees or table. The werewolves choose who they want to kill, the doctor chooses a person to save, and the seer tries to find out which person is a werewolf. Play continues until there is a clear winner.
    • If both werewolves are killed, the villagers have won the game.
    • The werewolves win the game if they kill enough villagers to match their numbers. So if there are two werewolves, they win if there are two villagers left.