Werewolf Roles
Every role in this Werewolf game, 35 in all, grouped by side. Open a role to read its ability, what the Seer and the Medium see, how it counts toward winning, how many can sit at a table and the settings you can choose.
The 6 roles in the default table
If you change nothing in the lobby, these roles are dealt to suit the number of players (the number of werewolves and the roles that join depend on how many people play). Turn "More roles" to "Pick" in the lobby to add any of the others one at a time.
- VillagerVillagers' side. No special power. Finds the werewolves through talk and voting.
- KnightVillagers' side. Protects one person each night. Cannot protect themselves.
- SeerVillagers' side. Looks into one person each night and learns whether they are a werewolf.
- MediumVillagers' side. Learns whether the person voted home that day was a werewolf.
- WerewolfWerewolves' side. Pranks one person each night, who then goes home. Knows the other werewolves from the start.
- TraitorWerewolves' side. No special power. The Seer and the Medium read the Traitor as "not a werewolf".
How to read a role page
- Side: whether the role wins with the Villagers, the Werewolves, the Foxes or a third side.
- What the Seer and Medium see: whether the role shows as "Werewolf" or "Not a werewolf". Some roles look different from the side they are really on.
- How it counts: when the werewolves are compared with everyone else, which group the role is counted in.
Villagers' side — 21 roles
The side that wins once every werewolf has gone home.
- VillagerDefault tableVillagers' side. No special power. Finds the werewolves through talk and voting.
- KnightDefault tableVillagers' side. Protects one person each night. Cannot protect themselves.
- SeerDefault tableVillagers' side. Looks into one person each night and learns whether they are a werewolf.
- MediumDefault tableVillagers' side. Learns whether the person voted home that day was a werewolf.
- MasonVillagers' side. A pair who know each other are Masons from the start.
- NekomataVillagers' side. When pranked, takes a random werewolf home; when voted home, takes a random person still here home.
- HunterVillagers' side. On going home, takes one chosen person home too (a setting allows choosing nobody). Everyone is told who.
- BakerVillagers' side. While the Baker is here, everyone is told each morning from day 2 that the bread arrived; after they go home, that it did not.
- ThiefVillagers' side (or the stolen role's side). On the first night only, steals one person's role: the Thief becomes it and the victim becomes a Villager.
- WitchVillagers' side. From night 2, a sleeping potion (sends one person home) and a waking potion (saves the person pranked that night), one use each, one per night (a setting makes the waking potion bring back the person voted home).
- DictatorVillagers' side. Once during the day discussion, sends one chosen person home without a vote. Everyone then knows who the Dictator is.
- CursedStarts on the Villagers' side; when pranked, does not go home but becomes a Werewolf. After the change, the Seer and the Medium read the Cursed as a werewolf. Nothing changes if protected.
- Tough GuyVillagers' side. When pranked, stays through the next day and goes home when the following night ends. Not told.
- LycanVillagers' side. No special power. The Seer reads the Lycan as a werewolf; the Medium reads them as "not a werewolf".
- Apprentice SeerVillagers' side. When the Seer goes home, gains the Seer's power from the next night and looks into one person each night. If there is no Seer from the start, can look from the start.
- DiseasedVillagers' side. If pranked and sent home, the werewolves cannot prank the next night.
- TrapperVillagers' side. From night 2, sets a trap on one other person each night. A prank on them fails and a random werewolf goes home (a setting: the prankster). If a Knight protects the same person, the Knight goes home and the prank goes through.
- AssassinVillagers' side. From night 2, once, quietly sends one person home. Gets past protection.
- PriestVillagers' side. Once, blesses one other person. The blessing lasts until it works and stops one trip home, including the vote (not following or being taken home; a setting can make it night only, or include those too).
- Old ManVillagers' side. No special power. Goes home at the end of the night on day (werewolves + 1); the morning list does not say why.
- MayorVillagers' side. Their vote counts twice (nobody is told who the Mayor is).
Werewolves' side — 8 roles
The side that wins once the werewolves are at least as many as everyone else left.
- WerewolfDefault tableWerewolves' side. Pranks one person each night, who then goes home. Knows the other werewolves from the start.
- TraitorDefault tableWerewolves' side. No special power. The Seer and the Medium read the Traitor as "not a werewolf".
- Psycho KillerWerewolves' side. Anyone who uses a night power on them (Seer, Knight, the pranking werewolf and so on) goes home. Only goes home by the vote or when taken home. Read as "not a werewolf".
- Lone WolfActs with the pack, but only wins — alone — if the Werewolves win with the Lone Wolf as the only werewolf left.
- Wolf CubWerewolves' side. One of the pack. When the Wolf Cub goes home, the werewolves play two pranks the next night.
- FanaticWerewolves' side. Knows the werewolves from the start (they do not know the Fanatic). No special power. Read as "not a werewolf".
- Black CatWerewolves' side. When voted home, takes a random person who is not a werewolf home with them. Read as "not a werewolf".
- Big WolfWerewolves' side. Same as a werewolf. Only the Seer reads the Big Wolf as "not a werewolf" (the Medium reads a werewolf).
Foxes' side — 3 roles
If a Fox is still here when the game is decided, the Foxes win instead of the Villagers or the Werewolves.
- FoxFoxes' side. Pranks do not send the Fox home, but being looked into does. Wins alone if still here when the game is decided. Not counted in the head count.
- ImmoralistFoxes' side. Knows the Fox and the Fox Cub from the start (they do not know the Immoralist). Follows them home once every Fox has gone home. Wins with the Foxes.
- Fox CubFoxes' side. Looks into one person each night, but only learns the answer half the time. Not sent home by being looked into; knows the Fox. Sent home by a prank. Not counted in the head count.
Third side — 3 roles
Roles that win in their own way, apart from the Villagers and the Werewolves.
- LoverLovers' side. A pair who know each other. When one goes home, the other follows. If both are still here at the end, the Lovers win.
- VampireVampire's side. From night 2, sends one person home each night (the Knight and traps can stop it). While here, nobody else can win; wins once every werewolf is home and the rest are no more than the Vampires. The Seer sees "Vampire" (type in the settings).
- TeruteruA third side. No power. If voted home, also wins whichever side wins at the end (the game goes on; a setting counts any way home).
The full rules are on the rules page.
Last updated 2026-10-01 · Run by Qdan, Inc.