Werewolf: Rules and How to Play
Werewolf is a hidden-role deduction game for 4–30 players that takes about 30 minutes. Talk and vote by day to find the werewolves hiding among you. Free in your browser, no sign-up.
Setup
- For 4 to 30 players. There are six roles: Villager, Werewolf, Knight, Seer, Medium and Traitor.
- By default the roles suit the table size. There is 1 werewolf up to 6 players, 2 from 7, 3 from 11, 4 from 14, 5 from 18, 6 from 21, 7 from 25 and 8 from 28. The Seer is always in; the Knight joins from 5 players, the Medium from 7 and the Traitor from 8. Everyone else is a Villager.
- In the lobby the host can change the number of werewolves and switch the Knight, Seer, Medium and Traitor on or off.
- Your role is shown only on your own screen. Werewolves know who their fellow werewolves are from the start.
Werewolf Roles: Every Role at a Glance
This site has 35 roles. The default table has 6: Villager, Werewolf, Knight, Seer, Medium, Traitor. Turn "More roles" to "Pick" in the lobby to add 29 more, such as the Mason, the Nekomata and the Hunter. Some roles, like the Traitor, are on one side but read as another to the Seer.
| Role | Side and what it does |
|---|---|
| Villager | Villagers' side. No special power. Finds the werewolves through talk and voting. |
| Werewolf | Werewolves' side. Pranks one person each night, who then goes home. Knows the other werewolves from the start. |
| Knight | Villagers' side. Protects one person each night. Cannot protect themselves. |
| Seer | Villagers' side. Looks into one person each night and learns whether they are a werewolf. |
| Medium | Villagers' side. Learns whether the person voted home that day was a werewolf. |
| Traitor | Werewolves' side. No special power. The Seer and the Medium read the Traitor as "not a werewolf". |
| Mason | Villagers' side. A pair who know each other are Masons from the start. |
| Nekomata | Villagers' side. When pranked, takes a random werewolf home; when voted home, takes a random person still here home. |
| Hunter | Villagers' side. On going home, takes one chosen person home too (a setting allows choosing nobody). Everyone is told who. |
| Baker | Villagers' 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. |
| Thief | Villagers' 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. |
| Witch | Villagers' 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). |
| Dictator | Villagers' side. Once during the day discussion, sends one chosen person home without a vote. Everyone then knows who the Dictator is. |
| Cursed | Starts 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 Guy | Villagers' side. When pranked, stays through the next day and goes home when the following night ends. Not told. |
| Lycan | Villagers' side. No special power. The Seer reads the Lycan as a werewolf; the Medium reads them as "not a werewolf". |
| Apprentice Seer | Villagers' 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. |
| Diseased | Villagers' side. If pranked and sent home, the werewolves cannot prank the next night. |
| Trapper | Villagers' 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. |
| Assassin | Villagers' side. From night 2, once, quietly sends one person home. Gets past protection. |
| Priest | Villagers' 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 Man | Villagers' side. No special power. Goes home at the end of the night on day (werewolves + 1); the morning list does not say why. |
| Mayor | Villagers' side. Their vote counts twice (nobody is told who the Mayor is). |
| Psycho Killer | Werewolves' 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 Wolf | Acts with the pack, but only wins — alone — if the Werewolves win with the Lone Wolf as the only werewolf left. |
| Wolf Cub | Werewolves' side. One of the pack. When the Wolf Cub goes home, the werewolves play two pranks the next night. |
| Fanatic | Werewolves' side. Knows the werewolves from the start (they do not know the Fanatic). No special power. Read as "not a werewolf". |
| Black Cat | Werewolves' side. When voted home, takes a random person who is not a werewolf home with them. Read as "not a werewolf". |
| Big Wolf | Werewolves' side. Same as a werewolf. Only the Seer reads the Big Wolf as "not a werewolf" (the Medium reads a werewolf). |
| Fox | Foxes' 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. |
| Immoralist | Foxes' 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 Cub | Foxes' 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. |
| Lover | Lovers' 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. |
| Vampire | Vampire'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). |
| Teruteru | A 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). |
How to play
- The first night: everyone checks their role. Nobody is pranked on this night. The Seer may look into one person (a local rule can instead have the Seer told one person who is not a werewolf, or switch this off).
- Morning: whoever went home during the night is announced. Nobody learns whether the Knight saved someone or nobody was targeted. The roles of people who went home are not revealed.
- Day: the remaining crew talk it over. You may lie, and you may claim a role or keep quiet. Discussion lasts 3 minutes, and the host can add a minute at a time.
- Vote: choose one person other than yourself to send home. You can change your vote until it closes. The person with the most votes goes home. On a tie there is one run-off vote between the tied players; if that ties too, it is settled by lot. Only the vote totals are shown, never who voted for whom.
- Night: the werewolves choose one person to prank. However many werewolves there are, only one plays the prank each night — the first werewolf in seat order. The Knight chooses someone to protect and the Seer someone to look into. The Medium learns whether the person voted home that day was a werewolf. Players with no power also pick one person as a private note (it has no effect on the game).
- The host moves the game on from morning to discussion, discussion to the vote, and the vote to night. Night actions and votes move on automatically once every connected member of the remaining crew has made theirs. Nobody waits for players who have lost their connection.
Winning and scoring
- The Villagers win when every werewolf has gone home.
- The Werewolves win once there are as many werewolves as everyone else still in.
- The Traitor is on the werewolves' side and wins with them. If your side wins, you win even if you went home earlier. Everyone's role is revealed at the end.
Defaults on this site
| Item | Default on this site |
|---|---|
| Players | 4–30 players (set automatically by the party size) |
| Turn time limit | None by default (the host can set 30 or 60 seconds) |
| If someone drops mid-game | Reopening on the same device returns you to your seat. If you do not return, the CPU plays in your place. |
| Draws | In ranked play, a draw counts as halfway between a win and a loss for your rating. |
| Source of the rules | Based on the standard reference rules |
Rules supervised by Qdan, Inc. (based on the standard reference rules)
House rules
Defaults follow the standard reference rules. The party can change these.
| Name | Description | Default | Changeable |
|---|---|---|---|
| WerewolvesWerewolvesThe werewolves are the side that sends one person home each night. More werewolves favour their team. The werewolves win once they are at least as many as everyone else left, so the number is kept below half the table. If unsure, choose "Suit the table". | To suit the table: 1 up to 6 players, 2 from 7, 3 from 11, 4 from 14, 5 from 18, 6 from 21, 7 from 25 and 8 from 28. Capped so the werewolves are always outnumbered at the start. | Suit the table | Can be changed |
| KnightKnightThe Knight is on the villagers' side. Each night they protect one person, who will not be sent home even if the werewolves pick them. The Knight cannot protect themselves and is never told whether the protection worked. Adding a Knight helps the villagers a little. | To suit the table, the Knight joins from 5 players. | Suit the table | Can be changed |
| SeerSeerThe Seer is on the villagers' side. Each night they look into one person and learn, privately, whether that person is a werewolf. The Traitor shows up as "not a werewolf". The Seer is the main source of clues for the discussion, so it is usually included. | To suit the table, the Seer is always in. | Suit the table | Can be changed |
| MediumMediumThe Medium is on the villagers' side. On the night after a vote, they learn privately whether the person voted home was a werewolf. This shows whether the vote was right and helps tell a real Seer from a fake one. | To suit the table, the Medium joins from 7 players. | Suit the table | Can be changed |
| TraitorTraitorThe Traitor is on the werewolves' side but is not a werewolf. They have no special power and win when the werewolves win. The Seer and the Medium both read them as "not a werewolf", so their job is to mislead the villagers. | To suit the table, the Traitor joins from 8 players. | Suit the table | Can be changed |
| Knight may guard the same person twiceKnight may guard the same person twiceWhether the Knight may protect the same person two nights in a row. If allowed, the Knight can keep protecting a key player (such as a trusted Seer) every night. If not, last night's choice cannot be picked, so the werewolves have a better chance at that person the next night. | Whether the Knight may protect the same person two nights in a row. When off, last night's choice cannot be picked. | On | Can be changed |
| Traitor knows the werewolvesTraitor knows the werewolvesWith this rule, the Traitor learns on the first night who the werewolves are (the werewolves do not learn who the Traitor is). This makes it easier for the Traitor to lie in step with them, which helps the werewolves a little. Without it, the Traitor has to work out the werewolves from the discussion too. | Whether the Traitor knows who the werewolves are from the start. | Off | Can be changed |
| Seer on the first nightSeer on the first nightWhat the Seer learns on the first night. "Seer chooses": they pick one person to look into. "Told one non-werewolf": the game names, at random, one person other than the Seer who is not a werewolf (sometimes called a first-night free white; it may be the Traitor). "None": nothing is learned on the first night. | What the Seer learns on the first night: look into someone of their choice, be told one person who is not a werewolf, or nothing. | Seer chooses | Can be changed |
| Discussion time | Time limit for the daytime discussion. When it runs out nothing happens automatically; the host moves on to the vote. The host can add a minute at a time. | 3 minutes | Can be changed |
| More rolesMore rolesChoose "Pick" to add roles beyond the six standard ones (Villager, Werewolf, Knight, Seer, Medium, Traitor), such as the Fox, the Lovers, the Hunter or the Witch, one by one. While this is "Off", no other roles are dealt. If there are more roles than players, roles are dropped from the end of the list. | Whether to add roles beyond the six standard ones, such as the Fox, the Lovers and the Hunter. | Off | Can be changed |
| MasonMasonMasons are a pair on the Villagers' side. They know each other from the start, so each can trust that the other is a villager. They have no special power, and if one goes home the other stays. One pair uses two seats. | A villager pair who know each other. | None | Can be changed |
| NekomataNekomataThe Nekomata is on the Villagers' side. If pranked by the werewolves, one werewolf at random goes home too (nothing happens if the Knight protected the Nekomata). If voted home, one person still here goes home with them at random, so a villager can be caught too. | A villager who takes someone home with them. | None | Can be changed |
| HunterHunterThe Hunter is on the Villagers' side. Whenever the Hunter goes home — by the vote or by a prank — they choose one person still here to take home with them. Everyone is told who went. If the game is already decided when the Hunter goes home, there is no choice. A setting can let the Hunter choose nobody. | A villager who takes one chosen person home with them. | None | Can be changed |
| Hunter must choose someoneHunter must choose someoneOn: when the Hunter goes home, they must choose one person to take home with them (if the Hunter has lost connection, one is chosen at random). Off: the Hunter may also choose nobody. | Whether the Hunter must take one person home when going home. | On | Can be changed |
| BakerBakerThe Baker is on the Villagers' side. While the Baker is still here, everyone is told "The bread arrived" every morning from day 2. From the morning after the Baker goes home, it becomes "The bread did not arrive", a clue to who the Baker was. | A villager whose bread tells everyone they are still here. | None | Can be changed |
| ThiefThiefOn the first night only, the Thief may choose one person and steal their role (or steal nothing). The Thief then has that role and side, and the victim becomes a Villager. The stolen night power works from the next night. The victim is told privately in the morning. A setting can make it a swap (the victim becomes a Thief with no power). | Steals one person's role on the first night. | None | Can be changed |
| Who the Thief robsWho the Thief robsBecomes a Villager: the robbed person becomes a Villager (Villagers' side, no power). Swap: the robbed person becomes the Thief. The Thief's power only works on the first night, so they are a Thief with no power (Villagers' side). | Whether the person robbed by the Thief becomes a Villager or swaps places with the Thief. | Becomes a Villager | Can be changed |
| WitchWitchThe Witch is on the Villagers' side. From night 2 the Witch has two potions, one use each. The sleeping potion sends the chosen person home that night. The waking potion saves the person the werewolves prank that night (only the Witch sees who it is). Only one potion can be used a night. A setting can make the waking potion bring back the person the vote sent home the day before instead. | A villager with a sleeping potion and a waking potion. | None | Can be changed |
| Witch's waking potionWitch's waking potionSave the pranked person: only the Witch sees who the werewolves are pranking that night; pressing "Save" cancels that night's prank (even if the werewolves change their choice, the final target is saved). Bring back the voted: brings back the person the vote sent home the day before (not people taken home or who followed someone home). Either way it works once, and not on the same night as the sleeping potion. | Whether the waking potion saves the person pranked that night, or brings back the person voted home. | Save the pranked person | Can be changed |
| DictatorDictatorThe Dictator is on the Villagers' side. Once, during the day discussion, the Dictator may press "Decide as the Dictator" and choose one person to send home. There is no vote that day and the game goes straight to night. Everyone then knows who the Dictator is. It cannot be used once the vote has started. | A villager who can send one person home without a vote. | None | Can be changed |
| CursedCursedThe Cursed starts on the Villagers' side. If pranked by the werewolves, the Cursed does not go home and joins the pack from the next night (knowing the werewolves and known by them, and read as a werewolf). The Cursed is told privately in the morning. Nothing changes if the Knight protected them. | A villager who turns into a werewolf when pranked. | None | Can be changed |
| Tough GuyTough GuyThe Tough Guy is on the Villagers' side. When pranked, the Tough Guy does not go home that morning and can still talk and vote the next day, then goes home when the following night ends. Nobody is told, not even the Tough Guy. By any other means, such as the vote, the Tough Guy goes home at once. | A villager who lasts one more day after a prank. | None | Can be changed |
| LycanLycanThe Lycan is on the Villagers' side and has no night power. But when the Seer looks into the Lycan, the answer is "werewolf", so they are easily mistaken for a real one. The Medium reads them as "not a werewolf". It makes the table wonder how far to trust the Seer. | A villager the Seer reads as a werewolf. | None | Can be changed |
| Apprentice SeerApprentice SeerThe Apprentice Seer is on the Villagers' side. While a Seer is still here they have no night power, but once the Seer goes home they can look into one person each night, exactly like the Seer, from the next night (they are told on their own screen). They do not know who the Seer is. If there is no Seer at the table from the start, they can look from the start. | A villager who inherits the Seer's power. | None | Can be changed |
| DiseasedDiseasedThe Diseased is on the Villagers' side. If the werewolves' prank sends them home, the werewolves cannot prank anyone the next night (nobody goes home that morning). Nothing happens if they go home by the vote, a potion or any other way, and nothing happens if a Knight protected them. | A villager who gives the pack a night off. | None | Can be changed |
| TrapperTrapperThe 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). | A villager whose trap sends a werewolf home. | None | Can be changed |
| Which werewolf the trap catchesWhich werewolf the trap catchesRandom 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. | Which werewolf goes home when a trapped person is pranked. | Random werewolf | Can be changed |
| Trapper may trap the same person twiceTrapper may trap the same person twiceOff: the Trapper cannot trap the person they trapped the night before. On: the same person can be trapped every night. | Whether the Trapper may set the trap on the same person two nights in a row. | Off | Can be changed |
| AssassinAssassinThe Assassin is on the Villagers' side. From night 2 they may, just once, quietly send the chosen person home that night. The Knight's protection cannot stop it. On nights they do not want to use it, they press "Not tonight". Sending a villager home by mistake hurts, so the timing is everything. | A villager who can once send someone home past any protection. | None | Can be changed |
| PriestPriestThe Priest is on the Villagers' side. From night 1 they may, just once, bless one other person. The blessing lasts as long as it takes and stops that person from going home exactly once, whether by the vote or at night (a prank, a sleeping potion or a quiet send-off). It does not stop following someone home or being taken home. When it works, the blessed person is told (if it stops the vote, everyone sees the chosen person stay). The blessing stays even after the Priest has gone home. Settings can limit it to night-time trips home, or extend it to following and being taken home. | A villager who can once give someone a lasting blessing. | None | Can be changed |
| What the Priest's blessing stopsWhat the Priest's blessing stopsAny: the next time the blessed person would go home, by the vote or at night (prank, sleeping potion, quiet send-off), it is stopped once (if it stops the vote, everyone sees the chosen person stay). It does not stop following someone home or being taken home. Night only: it stops only night-time trips home (prank, sleeping potion, quiet send-off, the Vampire), not the vote. Even linked: like Any, and it also stops following someone home or being taken home. | Whether the Priest's blessing stops any trip home including the vote, only trips home at night, or even following someone home and being taken home. | Any | Can be changed |
| Old ManOld ManThe 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. | A villager who goes home on a set day. | None | Can be changed |
| When the Old Man goes homeWhen the Old Man goes homeWerewolves + 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. | On which night the Old Man goes home. | Night (werewolves + 1) | Can be changed |
| MayorMayorThe Mayor is on the Villagers' side and has no night power. Their daytime vote counts twice. The screen shows only how many votes each person got, not who voted for whom or who the Mayor is. Still, a sharp eye may guess from how the numbers move. | A villager whose vote counts twice. | None | Can be changed |
| Psycho KillerPsycho KillerThe Psycho Killer is on the Werewolves' side, but they and the werewolves do not know each other. Anyone who uses a night power on them goes home that night: the Seer who looks into them (the Seer still sees "not a werewolf" first), the Knight who protects them, the werewolf who pranks them, and also traps, potions and the like. The Psycho Killer is not sent home by a prank; only by the vote or when the Hunter or the Nekomata takes them home. | A werewolves'-side role who sends home whoever uses a night power on them. | None | Can be changed |
| Lone WolfLone WolfThe Lone Wolf pranks with the pack and knows the other werewolves. When the Werewolves win, the Lone Wolf wins alone if they are the only werewolf still here; if any other werewolf is still here, the Lone Wolf loses. A setting instead lets the Lone Wolf win with the Werewolves. | A werewolf who wants to be the last one standing. | None | Can be changed |
| How the Lone Wolf winsHow the Lone Wolf winsAlone: when the Werewolves win, the Lone Wolf wins alone if they are the only werewolf still here, and loses if any other werewolf is still here. With the werewolves: the Lone Wolf wins with the Werewolves like any werewolf. | Whether the Lone Wolf wins alone or with the werewolves. | Alone | Can be changed |
| Wolf CubWolf CubThe Wolf Cub is one of the pack: they know the other werewolves and can play the prank. When the Wolf Cub goes home, the werewolves play two pranks the next night, and the one playing the prank chooses two people. | A werewolf whose going home gives the pack two pranks. | None | Can be changed |
| When the Wolf Cub countsWhen the Wolf Cub countsAny: whenever the Wolf Cub goes home, the werewolves play two pranks the next night. Vote only: only when the Wolf Cub is voted home. | Which ways of the Wolf Cub going home give the pack two pranks the next night. | Any way home | Can be changed |
| FanaticFanaticThe Fanatic is on the Werewolves' side but has no night power. They know who the werewolves are from the start, and the werewolves do not know them. The Seer and the Medium both read the Fanatic as "not a werewolf", so they help the pack by passing as a villager. They count on the people's side when werewolves are compared with everyone else. Unlike the Traitor, the Fanatic always knows the werewolves. | Knows the werewolves, but has no power of their own. | None | Can be changed |
| Black CatBlack CatThe Black Cat is on the Werewolves' side. Only when they are voted home, one person who is not a werewolf, chosen at random from those still here, goes home with them. Nothing happens for any other way home, such as a prank. The Seer and the Medium read the Black Cat as "not a werewolf". A setting can also spare the Lycan. Even a suspect can make the table think twice before voting. | A werewolves'-side role who takes a villager home when voted out. | None | Can be changed |
| Black Cat spares the LycanBlack Cat spares the LycanOff: one random person who is not a werewolf goes home with the Black Cat (the Lycan can be chosen). On: the werewolves and the Lycan (anyone the Seer would see as a werewolf) are left out. | Whether the Lycan is also left out of the people the Black Cat can take home. | Off | Can be changed |
| Big WolfBig WolfThe Big Wolf is one of the pack: they know the other werewolves and can play the prank. The only difference from a werewolf is that the Seer's answer for them is "not a werewolf". The Medium still sees a werewolf. They count as a werewolf in the head count, so sending them home still brings the Villagers closer to winning. | A werewolf the Seer cannot see. | None | Can be changed |
| FoxFoxThe Fox is neither a villager nor a werewolf. A prank does not send the Fox home, but when the Seer looks into the Fox, the Fox goes home that night (the Knight cannot stop it). If the Fox is still here when either the Villagers or the Werewolves would win, the Fox wins alone. The Fox is not counted when werewolves are compared with everyone else. | A third side: goes home when looked into, never from a prank. | None | Can be changed |
| ImmoralistImmoralistThe Immoralist is on the Foxes' side. They know who the Fox and the Fox Cub are from the start, but the Foxes do not know them. As soon as every Fox has gone home, the Immoralist follows them home. If the Foxes win, the Immoralist wins too. The Immoralist counts on the people's side when werewolves are compared with everyone else. If no Fox was dealt, nothing happens. | Knows the Foxes, and follows them home. | None | Can be changed |
| Fox CubFox CubThe Fox Cub is on the Foxes' side. Each night they can look into one person, but the answer only comes half the time; otherwise they see "could not tell". Unlike the Fox, being looked into does not send them home, and they know who the Fox is. A prank does send them home. As a Fox, if either the Fox or the Fox Cub is still here when the game is decided, the Foxes win. They are not counted in the head count. | A fox whose look is half guesswork and who survives being looked into. | None | Can be changed |
| LoverLoverThe Lovers are a pair who know each other from the start. When one goes home for any reason, the other follows them home. If both are still here when the Villagers or the Werewolves would win, the Lovers win instead (a surviving Fox comes first). One pair uses two seats. | A pair who know each other; one follows the other home. | None | Can be changed |
| Lovers are their own sideLovers are their own sideOn: the Lovers are a third side who win if both are still here at the end (the usual online form). Off: the Lovers win or lose with the Villagers, and only the rule that one follows the other home remains. | Whether the Lovers are a third side (if off, they are villagers and only follow each other home). | On | Can be changed |
| VampireVampireThe Vampire is neither a villager nor a werewolf. In the default Nightly type, from night 2 the Vampire chooses one person each night to send home (the Knight and traps can stop it). While the Vampire is still here, neither the Villagers nor the Werewolves can win. Once every werewolf has gone home and the people left are no more than the Vampires, the Vampire wins. The Seer sees "Vampire". A prank sends the Vampire home. The settings can switch to the Survive or Bite type. | A third side who sends one person home each night (type in the settings). | None | Can be changed |
| Vampire typeVampire typeNightly: from night 2 the Vampire sends one person home each night (the Knight and traps can stop it). While the Vampire is here, nobody else can win; once every werewolf is home and the people left are no more than the Vampires, the Vampire wins (Seer: "Vampire", Medium: "not a werewolf"). Survive: no night power; still here when the game is decided means the Vampire wins alone (Seer and Medium: "Vampire"). Bite: bites one person a night; once everyone else still here is bitten, the Vampire wins at once (nobody is told; Seer: "not a werewolf"). | Send one person home each night, win by surviving, or win by biting everyone. | Nightly | Can be changed |
| TeruteruTeruteruTeruteru is neither a villager nor a werewolf and has no power. If Teruteru is voted home, the game goes on, and Teruteru also wins alongside whichever side wins at the end. Going home any other way is a loss (a setting can count any way home as a win). | A third side who wins by being voted home. | None | Can be changed |
| How Teruteru winsHow Teruteru winsVoted home: Teruteru also wins at the end only after being sent home by the day vote (or the Dictator). Any way home: Teruteru also wins if they have gone home by any means (a prank, being taken home, …) when the game is decided. | Whether Teruteru wins only by being voted home, or by going home any way. | Voted home | Can be changed |
Terms
- Villager
- No special power. Finds the werewolves through talk and voting. Villagers' side.
- Werewolf
- Pranks one person each night, who then goes home. Knows the other werewolves from the start. Werewolves' side.
- Knight
- Protects one person each night; a protected person stays even if pranked. Never told whether it worked. Cannot protect themselves. Villagers' side.
- Seer
- Looks into one person each night and learns whether they are a werewolf. Only the Seer sees the answer. Villagers' side.
- Medium
- At night, learns whether the person voted home that day was a werewolf. Villagers' side.
- Traitor
- No special power, but on the werewolves' side. The Seer and the Medium read the Traitor as "not a werewolf".
- Mason
- A pair who know each other are Masons from the start. No special power. Villagers' side.
- Nekomata
- When pranked, takes a random werewolf home; when voted home, takes a random person still here home. Villagers' side.
- Hunter
- On going home, chooses one person still here to take home with them. Villagers' side.
- Baker
- While here, everyone is told each morning from day 2 that the bread arrived. After the Baker goes home, it stops. Villagers' side.
- Thief
- On the first night only, may steal one person's role; the Thief becomes it and the victim becomes a Villager. The stolen power works from the next night.
- Witch
- From night 2, may use a sleeping potion to send one person home and a waking potion to save the person pranked that night, once each. Villagers' side.
- Dictator
- Once during the discussion, may send one person home without a vote. Everyone then knows who the Dictator is. Villagers' side.
- Cursed
- When pranked, does not go home but becomes a Werewolf from the next night. Until then, Villagers' side.
- Tough Guy
- When pranked, stays through the next day and goes home when the following night ends. Goes home at once by other means. Villagers' side.
- Lycan
- No special power, but the Seer reads the Lycan as a werewolf (the Medium as "not a werewolf"). Villagers' side.
- Apprentice Seer
- When the Seer goes home, gains the Seer's power from the next night. If there is no Seer from the start, can look from the start. Does not know who the Seer is. Villagers' side.
- Diseased
- If sent home by a prank, the werewolves cannot prank the next night. Villagers' side.
- Trapper
- Sets a trap on one person each night from night 2. A prank on them fails and a random werewolf goes home. If the Knight protects the same person, the Knight goes home and the prank goes through. Cannot trap the same person twice in a row. Villagers' side.
- Assassin
- From night 2, once, quietly sends one person home. Gets past the Knight's protection. Villagers' side.
- Priest
- Once, blesses one other person. The blessing lasts until it works and stops one trip home, by the vote or at night. The blessed person is told. Villagers' side.
- Old Man
- No special power. Goes home when the night of day (werewolves dealt + 1) ends (a setting can change this). Villagers' side.
- Mayor
- Their vote counts twice. Nobody is told who the Mayor is. Villagers' side.
- Psycho Killer
- Sends home anyone who uses a night power on them (Seer, Knight, the pranking werewolf and so on). Goes home only by the vote or when taken home. Werewolves' side.
- Lone Wolf
- Pranks with the pack at night. When the Werewolves win, wins alone if they are the only werewolf still here.
- Wolf Cub
- One of the pack. When they go home, the werewolves play two pranks the next night. Werewolves' side.
- Fanatic
- Knows the werewolves from the start (they do not know the Fanatic). No special power. Read as "not a werewolf". Werewolves' side.
- Black Cat
- When voted home, takes a random person who is not a werewolf home with them. Nothing happens for other ways home. Werewolves' side.
- Big Wolf
- One of the pack, same as a werewolf. Only the Seer reads them as "not a werewolf" (the Medium reads a werewolf). Werewolves' side.
- Fox
- Pranks do not send the Fox home, but being looked into by the Seer does. Wins alone if still here at the end. Foxes' side.
- Immoralist
- 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. Foxes' side.
- Fox Cub
- Looks into one person each night, learning the answer half the time. Not sent home by being looked into; knows the Fox. Sent home by a prank. Foxes' side.
- Lover
- A pair who know each other. When one goes home, the other follows them home. If both are here at the end, the Lovers win. Lovers' side.
- Vampire
- A third side who sends one person home each night from night 2, and wins once every werewolf is home and the rest are no more than the Vampires. A setting can switch to Survive or Bite. Vampire's side.
- Teruteru
- If voted home, also wins whichever side wins at the end. No special power.
- Prank
- What the werewolves do at night to send someone home (an "attack" in most Werewolf games).
- Go home
- To leave the game (being "killed" or "eliminated" in most Werewolf games). Players who go home watch the rest.
- Remaining crew
- Everyone who has not gone home yet (the "survivors" in most Werewolf games).
FAQ
Are the roles of people who went home revealed?
Not during the game. Everyone's role is revealed when the game ends.
What happens on a tied vote?
There is one run-off vote between the tied players. If the run-off ties too, it is settled by lot.
What does the Seer see for the Traitor?
"Not a werewolf". The Medium sees the same.
What if someone loses their connection?
Night actions and votes move on once every connected member of the remaining crew has made theirs; nobody waits for a lost connection. Players who come back carry on with the same role.
Play now with these rules
Last updated 2026-10-01 · Run by Qdan, Inc.