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

ItemDetail
SideVillagers' side
What the Seer seesNot a werewolf
What the Medium seesNot a werewolf
How it countsCounted as a human
Night and day abilityNothing to choose at night or by day (works automatically at dawn on the set day)
How many per tableUp to 1
Default tableNot 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.

When the Old Man goes home

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.

After the Old Man

Last updated 2026-10-01 · Run by Qdan, Inc.