Trapper in Werewolf: Abilities and How to Win
The Trapper is on the Villagers' side. From night 2 they set a trap on one other person. A prank on that person fails, and one werewolf, chosen at random, is caught and goes home (a setting can make it the prankster). But if the Knight also protects the same person, the trap catches the Knight instead: the Knight goes home and the prank goes through. The Trapper is not told whether the trap worked. The same person cannot be trapped twice in a row (a setting can change this).
Trapper 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 | Set a trap: from night 2, every night |
| 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 Trapper on this site
You can choose how the Trapper works in the lobby settings.
Which werewolf goes home when a trapped person is pranked.
- Choices
- Random werewolf / The prankster
- Default
- Random werewolf
Random werewolf: one werewolf still here, chosen at random, is caught and goes home. The prankster: the werewolf who chose the prank that night goes home.
Whether the Trapper may set the trap on the same person two nights in a row.
- Choices
- On / Off
- Default
- Off
Off: the Trapper cannot trap the person they trapped the night before. On: the same person can be trapped every night.
More roles on the Villagers' side
Besides the Trapper, 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
- Assassin
- Priest
- Old Man
- Mayor
After the Trapper
Last updated 2026-10-01 · Run by Qdan, Inc.