Old Man in Werewolf: Abilities and How to Win
The Old Man is on the Villagers' side and has no special power. When the night of day (werewolves dealt + 1) ends, they appear in the morning list and go home (with one werewolf, that is night 2). The list does not say whether it was a prank or old age. A setting can change it to “until day (werewolves still here x 2)”, which comes sooner as werewolves go home.
Old Man at a glance
| Item | Detail |
|---|---|
| Side | Villagers' side |
| What the Seer sees | Not a werewolf |
| What the Medium sees | Not a werewolf |
| How it counts | Counted as a human |
| Night and day ability | Nothing to choose at night or by day (works automatically at dawn on the set day) |
| How many per table | Up to 1 |
| Default table | Not included. Turn "More roles" to "Pick" in the lobby to add it. |
How the Villagers win: they win once every werewolf has gone home. The Werewolves win once the werewolves still here are at least as many as the humans.
Settings for the Old Man on this site
You can choose how the Old Man works in the lobby settings.
On which night the Old Man goes home.
- Choices
- Night (werewolves + 1) / Until day (werewolves left x 2)
- Default
- Night (werewolves + 1)
Werewolves + 1: goes home when the night of day (werewolves dealt + 1) ends (one werewolf: night 2). Werewolves left x 2: stays until day (werewolves still here x 2) and goes home the morning after (one werewolf: the morning of day 3); when a werewolf goes home, the day comes sooner.
More roles on the Villagers' side
Besides the Old Man, these roles are also on the Villagers' side.
- Villager
- Knight
- Seer
- Medium
- Mason
- Nekomata
- Hunter
- Baker
- Thief
- Witch
- Dictator
- Cursed
- Tough Guy
- Lycan
- Apprentice Seer
- Diseased
- Trapper
- Assassin
- Priest
- Mayor
After the Old Man
Last updated 2026-10-01 · Run by Qdan, Inc.