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One Night Roles

The document describes rules and roles for a one night werewolf game. It outlines gameplay rules, defines keywords, and describes different role categories including werewolf, independent, villager, and other roles. It also includes sections on wake up order and notes for version 1.1 of the rules.
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0% found this document useful (0 votes)
265 views14 pages

One Night Roles

The document describes rules and roles for a one night werewolf game. It outlines gameplay rules, defines keywords, and describes different role categories including werewolf, independent, villager, and other roles. It also includes sections on wake up order and notes for version 1.1 of the rules.
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

One–Night Set of Player Roles

Hendrik Möller

28.08.2017, Version from: March 6, 2019

Contents
1 Gameplay Rules 2

2 Keyword Explanation 4

3 Roles 5
3.1 Werewolf Roles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
3.2 Independent Roles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
3.3 Villagers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
3.3.1 Pre-Villain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
3.3.2 Intel Roles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
3.3.3 Confusion Roles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
3.3.4 Sunrise Roles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
3.4 Other Roles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

4 Wake up Order 12

5 Version 1.1 13
5.1 New Roles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
5.2 Changes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14

1
1 Gameplay Rules
The game is very similar to the famous ”Werewolves” game. Every player is dealt one role card. Every
role card has it’s own ability and attributes. All players look at their card, the so called player role
. There are always three more cards in play than number of players. Without looking at them, the
remainder cards are put in the center of the table face-down, counting as center cards .
Now the night begins. After a specific wake up order, roles are sequentially called by the narrator and
told by him what to do. The narrator can be a player as well, calling the actions while having his eyes
shut.
After the night, the day phase begins. Every player wakes up aka open their eyes and every player
may say and gesticulate whatever and however they want. No player role is to be touched or looked
at it!
When the discussion timer of minutes equal to the number of players plus one runs to zero, every
player must simultaneously point and therefore vote for any player on the count of three.
Players can vote for themselves and point up. Pointing up is not an abstention but a vote for killing
nobody.
The player with the highest amounts of votes dies. Everyone turns their player role face-up. Normally,
if a villager died, all werewolves win. If a werewolf died, all villagers win. There are roles that bring
exceptions to these rules. Because of the center cards , there is a possibility of no evil role in the
game. If the most players voted upwards aka to kill nobody, nobody dies. In that case, the villagers
only win if there is truly no evil player role .
Should multiple players have the most votes at daylight, every one of them die if the number of votes
for them are at least three. For the villager/werewolf conflict, the werewolves win if one more villagers
than werewolves died. For example, if one werewolf and at least two villagers died through the voting,
the werewolves win. If one villager dies but also one werewolf, the villagers still win.
If not otherwise specified, role descriptions are always above these rules.
All player roles with a red border are considered ”werewolves” and evil . If not otherwise specified, all
werewolves have the night action to see each other and therefore knowing who is in their team. This
is called the ”Werewolf Meeting”.
Werewolves all share the same goal. Get a villager killed and survive.
Some special werewolves also wake up separately to perform their unique ability. If a player with
a werewolf player role sees at the Werewolf Meeting, that there is no other werewolf in the current
game (because of the center cards ), that player may look at any center card in addition to all other
abilities. This is called the ”Lone-Wolf” rule.

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There are a lot of roles with the independent tag, having a brown border. These have abilities or goals
that are ”independent” to the whole villager–werewolf–conflict. Normally, independent roles can win
next to villagers or werewolves but win with neither of them. If an independent goal is fulfilled, the
player with the independent role wins.
It is possible that an independent role wins next to villagers or werewolves. The villager–werewolf–
conflict is still regularly resolved. The death of an independent role counts as the death of a villager
and therefore towards the win of the werewolves unless otherwise described.

The majority of roles are villagers or ”good” roles. They wake up, perform their ability if they want
to and go back to sleep. They try to find out which players are werewolves and which are not.
Villagers can be divided into multiple categories:

• Pre-Villain: These villagers wake up before the evil roles.

• Intel: These villagers have abilities that give them direct information like looking at a player
role .

• Confusion: Abilities from these roles swap cards or in other ways manipulate the game, giving
them the advantage of being the only one knowing what they did.

• Sunrise: These wake up at the very end of the night, after all other abilities and shenanigans
are resolved.

To be continued!

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2 Keyword Explanation • werewolf
This role is in the Werewolf–Team. If an role in
• unchanged the Villager–Team dies and this one survives,
This role was not modified from the original this role wins.
”One Night Ultimate Werewolf” rulebook.
• alien
• forced This role is an alien. TBD
This roles ability must be performed.
• mafioso
• knowingly interacts This role belongs to the mafia. TBD
when interacting with a role card while know-
• vampire
ing about the role which was interacted with.
E.g. seer sees it, witch sees it and swaps it, This role is an vampire. TBD
robber steals it, revealer puts it face-up etc . . . • independent
Means, that this role has an independent goal
• originally and generally doesn’t care that much about the
villager–werewolf–conflict.
The role card that was dealt to you at the be-
ginning of the game is your original role. • enemy
For all villagers roles, enemies are all roles with
• exotic
brown, red and black borders. Werewolves
This role is very special and must be used with count all brown, blue and green bordered cards
caution, only with certain other roles or simi- as enemies. For independent roles, everyone
lar. else are enemies.

• low/no swap • evil


This role can only be played if there are no Evil roles are those with a red or black border
swapping abilities (or very few ones) being and every role that is considered a werewolf.
played. When playing with an expansion, this defini-
tion might need to be adapted.
• random
This roles abilities outcome can vary heavily
and therefore is only to be used when players
like some randomness.

• death-exp.
This role can only be played when using the
Graveyard–Expansion.

• villager
That role is on the side of the village. If an evil
role dies and this one survives, this role wins
the game.

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3 Roles Mystic Wolf

Full description of every role.
Does not wake up with the other werewolves. Does
not even stick out her thumb. Orderwise after the
switching roles, every player who originally was a
3.1 Werewolf Roles werewolf has to stick out their thumb. The Mystic
Wolf may look at every role card from players who
Werewolf are sticking out their thumb. Therefore, this role
unchanged (2-3x) can verify, which werewolf cards have been switched.
Even here the Lone-Wolf rule applies. If she is the
Regular Werewolf, they wake up at the Werewolf
only wolf aka no one is sticking out their thumb
Meeting.
during her ability, she is allowed to look at one card
in the center.
Alpha Wolf
unchanged
When awake, switches a prepared (additional center
card) werewolf card with any other player card,
making that player a new werewolf. Loyal Wolf

Werewolf Leader exotic low/no swap


Is a regular werewolf with one twist. A loyal wolf
exotic will always be in the werewolf team. So basically,
The werewolf leader cannot be killed if at least one any player that saw themselves having the ”Loyal
evil role votes for him. If that is not the case, he Wolf” Card anytime during the day and night will
dies no matter whether he has the highest vote be in the werewolf team for the rest of the game.
count or not. If he isn’t, the player with the most This card is to be used with caution, as with many
votes dies as well. swapping powers, this card could turn out to be a
werewolf virus/plague.
Dream Wolf

Does not wake up with the other werewolves but
sticks out his thumb letting the other werewolves
know who he is. Spectral Wolf
When awake, looks at any player card. If it is a
werewolf card, he may also look at one center card. –
When awake, the spectral wolf pokes any
Wolf in Sheep’s Clothing non-werewolf player. Target player wakes up and
they see each other. Target non-werewolf is now in
– love with the ”Spectral Wolf”.
Does not wake up with the other werewolves but If the spectral wolf dies, the beloved one will also
sticks out his thumb letting the other werewolves lose.
know who he is. So basically a villager wants to kill any werewolf not
When awake the first time, he swaps his role card being the spectral wolf. Both targets are
with one in the center. At the end of the night, he player-specific and do not depend on their roles.
wakes up a second time to swap the same center More challenging version: The relationship goes
card (which could have been swapped or changed) both ways. If the beloved one dies, the spectral wolf
with his own role again. lose.

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Abandoned Wolf 3.2 Independent Roles

He does not wake up with the other werewolves, but Crazy Twins
he sticks out his thumb so that the others know
him. As he is in the villager team, he wins if exotic (2x)
another werewolf dies. But if he dies, the rest of the Both wake up and see each other. They have the
villagers win. independent goal to get the other one lynched. This
effect is binded to the players starting with the
Crazy Twin role cards, not the role cards. If there is
only one crazy twin in the game, that twin wants to
die (just like the tanner). An original Twin death
does not count towards the village conflict. So if one
crazy twin is the only one dying, only the other
twin wins. If both crazy twins die and no one else,
both crazy twins win and no one else. If one crazy
twin dies and at least one villager/werewolf, the
village conflict is regularly resolved in addition to
the other twin winning.
Village Wolf
exotic Assassin
He is the scapegoat of the werewolf pack. He wakes
up with all other werewolves but wins with the

village. The twist: If at least one werewolf is voting When awake, pokes a player. That player is now the
for the Village Wolf, he dies. His death counts person hiring the assassin and points to any other
towards the werewolf win, not the villager. player to be the target. The assassin now has the
He is basically a spy within the werewolves but independent goal to get the target lynched at
cannot use his knowledge too aggressively, otherwise daylight. If he succeeds, the player who hired the
the wolves know who he is and win by voting for assassin also wins. So that player just receives an
him. additional goal.

Tanner/Lemming
unchanged
The tanner only wins, if he is lynched at daylight.
In any other scenario, he loses. If the tanner wins,
all other non-independent roles lose, doesn’t matter
whether villagers or werewolves died or not.

Butler
Minion

unchanged
When awake, pokes any players. The butler has the
Belongs to the werewolf team with two exceptions: independent goal to get that player to win. In any
The werewolves do not know who the minion was at other case, the butler loses. This ability is on both
the start of the night, but the other way around. ends player-specific. The butlers death counts
The minion does not care if he dies, because if he towards the werewolf win (even if the poked player
does, the werewolves and him still win! is or was a werewolf).

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"Pacifist" Sentinel
– –
Wins independently if neither his neighbours nor he When awake, places a ”Shield” token on any other
himself dies. player. That player is protected from any abilities
but is not allowed to use his ability. When a player
The executioner wakes up to perform a night ability and has the
”Shield” token on his role card, he must remove the
– token and not perform the ability.
The executioner doesn’t care at all about anything,
as long as blood flows. He wins (independently), if
at least 2 player die.
If his vote counting twice would change the vote to Enthusiast
a tie leading to multiple deaths, the executioner has
these two votes. independent exotic low/no swap
Pokes any player when awake, which also wakes up.
They see each other and the enthusiast must look at
the other players role. From now on, the enthusiast
is in the same team as the other player. The
enthusiast card may be swapped around and the
3.3 Villagers team both are in may change when the poked
players role gets swapped around. There are three
If not otherwise specified, these roles are consid- possibilities:
ered villagers and in the villager-team. They win • The poked player is a werewolf or the minion:
by getting an evil role lynched. The enthusiast wins with the werewolves but
if the enthusiast dies, the villagers win
• The poked player is the tanner: The
enthusiast and the tanner win if either of
them die.
3.3.1 Pre-Villain
• The poked player is a villager: The enthusiast
wins and loses with the villager team.
Escort
exotic
When awake, looks at another players card. When
that player wakes up to perform his/her ability, the Little Red and Granny
escort also wakes up and watches that player doing
his action. The escort and the other player have the random
additional independent goal requirement to get the They wake up before the werewolves. If there is
other one to survive (surviving means just not only Granny in the current game, she becomes a
getting lynched). So they need to win by their regular werewolf. If only Little Red exists, she
original goal and both survive in order to win. swaps her own role card with one of the center. If
that center card is a werewolf card, she immediately
swaps back to the ”Little Red” card. If both the
Copycat
little red and the granny exist, the act like masons
unchanged random exotic and just know the existence of each other. After
Looks at one card in the center and gains all they woke up, all other interactions with them have
abilities that role would have. no particular effects and both count as villagers.

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Illusionist Psychic
villager –
When awake, swaps own card with any center card. May look at two center cards.
He may activate that roles power when called if
possible. At the end of the night, the Illusionist
swaps back (and therefore probably got back the
Illusionist role card)
Seer
unchanged
Looks at another players role. If not playing with
3.3.2 Intel Roles the Psychic role, the seer may look at another
players role OR at two cards from the center.
The goat

Sticks out his thumb after all werewolves saw each
other. If the goat is sitting next to at least one Apprentice Seer
werewolf, one of the werewolves has to poke her
slightly. The goat therefore knows in the beginning –
of the night, whether she is sitting next to at least Looks at one card in the center. But he wants to
one evil guy or not. make double-sure he did everything correctly, so he
wakes up at the end of the night again and looks at
Mason the same center card again (So the apprentice seer
knows if the center card he picked changed during
unchanged (2x) the night).
Both wake up and see each other.

Exposer

Prophet
When awake, he turns around a center card (so
face-down to face-up or vice versa). If any power exotic
knowingly interacts with that card, the player When awake, looks at any player card. If that card
interacting with that card has to turn the card is not an evil role, he must look at a center card. If
face-down again. (if it was face-up) that center card IS an evil role, the Prophet will
When playing with this role, it is recommended to understand that as a signal of incoming doom and
play with four center cards. becomes a werewolf.

Revealer

The revealer turns around any player card. If that Investigator
players role is an enemy from the villagers

perspective, he has to turn it face-down again. If
it’s face-up, any player knowingly interacting with Pokes any two(/three) players. These players have
that card must turn the card face-down again (just to stick out their thumbs if they already woke up at
like with the exposer). night at least one time.

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3.3.3 Confusion Roles

Marksman Troublemaker
villager unchanged
When awake (near beginning of the night), he puts Swaps cards between two other players (not herself)
a ”Mark”-Marker on any player and swaps it with and is not allowed to look at any of these cards!
any other player. No player is allowed to look at the
card with that Marker on (even if you are e.g. the Drunk
seer). Whenever the role with the ”Mark”-Marker forced
on it gets swapped, the marker has to wander with Looks at one card in the center and swaps his card
it. So the Marksman knows in the end about one with that center card.
role where it lies now.
Hex–Master
Instigator

exotic
When awake, she may look at any player role and
When awake, pokes any other player. That player poke the owner. If she does, she has to swap that
becomes a traitor. The traitor only wins if ”his card with a prepared ”Frog” center card. The player
team” loses. It basically switches around all goal with the ”Frog” card now has the independent (and
requirements for that player. For example, if he is only) goal to vote for the Hex–Master.
tanner, he wins by not dying. The traitor is not
allowed to tell that they are a traitor. This effect is
above all other abilites. That means if he is a crazy
twin (see 6), he has to make sure the other twin 3.3.4 Sunrise Roles
survives if he wants to win.
Alternatively implementable via the marker system. Cleric
exotic
Paranormal Lookout Pokes any player. That player is free of every
– bindings he might have (Crazy Twin killing,
Assassin mark, etc. . . ). Basically, if that player is a
When awake, the minion sticks out his thumb. This
werewolf, he becomes a regular werewolf on the
role may rob the Minion card (switches with her
Werewolf–Team. If not, he becomes a Villager being
own card). The twist: If there is no minion, look at
in the Villager–Team. That may also clear bindings
all center cards and swap the minion card with your
for other players (the other Crazy Twin becomes the
own role.
tanner, as the other twin is gone. . . )
Witch
Scapegoat

exotic
When awake, may look at one center card. If she
does, she must exchange that card with any other The village scapegoat wakes up at the end of night
player card (not herself). If the revealed center card and may look at every other player role. He wins
is an evil role, she is not allowed to swap it with any with the village, but everyone would be fine, if the
other player but may with her own card. scapegoat dies. If the scapegoat dies, everyone (role
or independent goals don’t matter) win except the
scapegoat and (if he was swapped around) the
Robber
original scapegoat. If the scapegoat and another
unchanged player dies, the death of the scapegoat is ignored
Swaps his own card with any other player card and and the game results are determined by all other
looks at his new card. deaths regularly.

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Sleepwalker
Amnesiast exotic random
Whenever a night power would want someone to
villager exotic
stick out his thumb, the sleepwalker also sticks out
When awake, looks at all center cards. The his thumb.
Amnesiast then blindly shuffles them and (therefore So the minion sees him as a werewolf, Investigator
randomly) swaps one of them with her own card. finds out who he is because he sticks out his thumb
She may not look at her new card. Basically, she but he was not poked and if a werewolf is in the
knows all center cards and that she is one of three deck which does not wake up with the other
known roles. werewolves but stick out their thumb, the other
werewolves see the sleepwalker as a werewolf and so
Insomniac on. The sleepwalker also acts out every ability he
might accidentally be a part of. If an ability
forced normally would have one specific target (like poking
Looks at her own card at the end of night. the goat) which is not specific anymore when
playing with the sleepwalker, any target is allowed.
So if the goat and the sleepwalker stick out their
thumb, if any werewolf is sitting next to one or both
of them, one of them has to be poked, never both.
3.4 Other Roles

Villager
unchanged
Does absolutely nothing as every good villager
should!

Prince

He cannot die through the voting. If he would die,
the player or the players with the second-most votes
die.
The old man
Bodyguard exotic
unchanged Halfway through the day timer, the player who
The player the bodyguard votes for cannot die. If originally had the old man card dies. He looks at
that player would die and nobody else died, the his own card (even if it isn’t the old man anymore).
player or the players with the second-most votes die. If the card is still the ”old man” card, he reveals the
card. The old man player died peacefully from age
and can now speak as a ghost. The player cannot
Cursed
be voted for and therefore cannot die.
unchanged However, if the card is not the ”old man” card, the
Counts as villager. But at the voting, if any player that looked at his card did not die peacefully
werewolf or the minion votes for the cursed, he and takes one of the center cards and may look at it.
becomes a werewolf. He can die, be voted for etc. . . but has a new role.

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Coward
exotic random
Whenever a player knowingly interacts with the
”Coward” card, the player has to swap the
”Coward” card blindly with any other player after
he has done his own ability (e.g. the witch sees the
coward card, swaps it with the middle center card
and then has to swap the coward card from the
center with any other player without looking at any
cards anymore)
The Coward also wakes up at the end of the night
and performs the Insomniac Effect. He has to look
at his own card (forced) and if that is the
Coward-Card, he still has to swap the Coward-Card
(because he knowingly interacted with that card).
In this special case, he is allowed to look at his new
card.
All in all, the original coward never can be the
coward at day and always knows his role.

Scarecrow
independent
Whenever a player knowingly interacts with the
”Scarecrow” card, that player has to swap his own
card with any card from the center after he finished
performing his ability. He may look at his new card.
Independent Goal to kill the Raven (implemented
via the marker system is 100% safe)

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4 Wake up Order 21. Exposer

”//” means that is one of an alternative ver- 22. Revealer


sion/idea.
23. Seer
”(II)” means that this role wakes up the second
time. 24. Apprentice Seer

• Everyone, close your eyes! 25. Psychic

1. Escort 26. Prophet

2. Copycat 27. Investigator

3. Sentinel
28. Paranormal Lookout
4. Enthusiast
29. Witch
5. Marksman
30. Drunk
6. Little Red and Granny
31. Robber
7. Illusionist
32. Troublemaker

8. Werewolf Meeting 33. Instigator

9. The Goat
34. (II) Apprentice Seer
10. Minion
35. (II) Wolf in Sheep’s Clothing
11. Alpha Wolf
36. (II) Illusionist
12. Dream Wolf
37. Coward
13. Wolf in Sheep’s Clothing

14. Lunatic Wolf


38. Mystic Wolf
15. Village Wolf
39. Amnesiast
16. Spectral Wolf
40. Scapegoat

41. Insomniac
17. Crazy Twins

18. Assassin • Everyone, wake up!

19. Butler

20. Mason

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5 Version 1.1 Frog
villager
Only gets into play with the ”Evil Fairy” role. The
All ideas and changes to be done converting to Frog counts as a villager. If any magical role votes
version 1.1: for the Frog, he transforms into a prince and
automatically wins the game. The magical role or
roles that voted for the Frog also win the game. If
the Frog would die through the voting but at least
one magical role voted for him, he dies and loses the
game. The Frog cannot really vote, he must always
vote to not lynch anyone.
5.1 New Roles

Hunter
Werewolf Seer villager
werewolf magical The Hunter can see how many tracks are in the
Does not wake up with the other werewolves but forest. If the Hunter is in the playing set, the
sticks out his thumb letting the other werewolves Werewolves have to place a die on the table
know who he is. Wakes up at the end of the night. representing how many wolves are known to them
Every player that knows to have got an evil player at the Werewolf Meeting. The Hunter then wakes
role anytime during the night must stick out their up and may look at the die. The Werewolf Meeting
thumb so that the Werewolf Seer can see them. continues regulary, but the werewolves have to
rotate the die to show a 6.

Lunatic Wolf
Sorceress

NOT FINAL: When awake, he looks at any players
villager independent magical
card and pokes that player. That player wakes up The Sorceress has the independent goal to get any
after the Lunatic Wolf went back to sleep to swap magical role killed and not die herself.
his card with any center card. That player may look
his new card.
Beholder
villager independent magical
Rabid Werewolf
Can only be played if the ”Sorceress” role is also in
– the playing set. When awake, all magical roles have
NOT FINAL: If lynched alone, may choose one to stick out their thumb. She wins (independently),
other player to lynch. If that player is an if none of the magical roles or the Sorceress die.
independent (brown) role card, the werewolves win
instead.
Psycho Killer

Evil Fairy villager independent


When awake, every player that originally were an
villager independent independent player role must stick out their thumb.
Exchanges a prepared ”Frog” center card with any The Psycho Killer has the independent goal to get
player role . The Evil Fairy has the independent any independent player role killed, even if that’s the
goal to get the ”Frog” killed. Tanner or similiar.

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Village Idiot 5.2 Changes
villager exotic Marksman
He really doesn’t get it. The player roles must be
face-down . . .
villager
Changes:
The Village Idiot card is always face-up, even when May look at the player role he puts the marker on.
shuffling and dealing the role cards. But the Idiot If that role turns out to be an enemy , he must put
doesn’t get it if he was changed. The player who the marker on his own card. He may still swap his
has the idiot card at daylight (which is known card with any other player role .
because it is face-up) is in the team he originally
were. Therefore, the player with the idiot card does
Instigator
not have to be a good person from the villagers
perspective. villager
Changes:
The Traitor may tell that they are a traitor.

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One–Night Set of Player Roles
Hendrik Möller
28.08.2017, Version from: March 6, 2019
Contents
1
Gameplay Rules
2
2
Keyword Ex
1 Gameplay Rules
The game is very similar to the famous ”Werewolves” game. Every player is dealt one role card. Every
role ca
There are a lot of roles with the independent tag, having a brown border. These have abilities or goals
that are ”independent
2 Keyword Explanation
• unchanged
This role was not modified from the original
”One Night Ultimate Werewolf” rulebook.
• force
3 Roles
Full description of every role.
3.1 Werewolf Roles
Werewolf
unchanged (2-3x)
Regular Werewolf, they wake up at the We
Abandoned Wolf
–
He does not wake up with the other werewolves, but
he sticks out his thumb so that the others know
him. As h
"Pacifist"
–
Wins independently if neither his neighbours nor he
himself dies.
The executioner
–
The executioner doesn’t care
Illusionist
villager
When awake, swaps own card with any center card.
He may activate that roles power when called if
possibl
3.3.3 Confusion Roles
Marksman
villager
When awake (near beginning of the night), he puts
a ”Mark”-Marker on any player and s
Amnesiast
villager exotic
When awake, looks at all center cards. The
Amnesiast then blindly shuffles them and (therefore
random

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