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Werewolf Pack Game Rules

The Werewolf base game involves players assigned secret roles divided into two factions: Village and Wolf Pack, with some roles playing independently. The game alternates between Night and Day phases where players take actions, discuss, and vote to eliminate players, aiming for their faction's victory. The game ends when either all Werewolves or all non-Wolf Pack roles are killed, with various roles having unique abilities that influence gameplay.

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0% found this document useful (0 votes)
37 views2 pages

Werewolf Pack Game Rules

The Werewolf base game involves players assigned secret roles divided into two factions: Village and Wolf Pack, with some roles playing independently. The game alternates between Night and Day phases where players take actions, discuss, and vote to eliminate players, aiming for their faction's victory. The game ends when either all Werewolves or all non-Wolf Pack roles are killed, with various roles having unique abilities that influence gameplay.

Uploaded by

Rik Pease
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

WEREWOLF - BASE GAME RULES

WHAT HAPPENS AT THE START? Every player is GAME PHASES


assigned a role which is known only to them before the NIGHT: All players keep their eyes closed. During the
game begins. There is only one of each role in any Night, the Moderator asks certain roles with an ability
game (with the exception of up to three Farmers). Not to open their eyes and complete their action. From the
all roles are guaranteed for inclusion in every game. second Night onwards biting Werewolves get to kill a
player.
WHAT ARE THE TEAMS? Roles are grouped into
Factions. The two Factions are Village and Wolf Pack.
DAY: All players open their eyes. The Moderator will
Some roles have no faction and play for themselves
confirm if any players have been killed and if there is
(Jester, Madman, Guardian Angel, and Romeo &
any news (see Bard/Innkeeper overleaf). Following
Juliet).
this, all players take part in one conversation. They
may reveal as much or as little information as they like
HOW DO I WIN?
- and this doesn't have to be truthful.
‣ Village roles win if all Werewolves are killed.
‣ Wolf Pack roles win if all other roles are killed.
ACCUSATIONS: The first of a two-stage voting process
‣ Roles that play for themselves have a personal way
(think “Big Brother” nominations). All players close
to win (Jester, Madman, Juliet & Guardian Angel).
their eyes and raise their hand to vote for one player to
be listed on the Ballot for burning at the stake (this can
WHEN DOES THE GAME END? When either:
include voting for themselves. The Jester may want to
1. All Werewolves are killed; or do this).
2. All non-Wolf Pack roles are killed.

LEARN THE NOMINATED: The Moderator will


WHAT DO CORRUPT AND MYSTIC MEAN? confirm the two players with the most votes on the
The Corrupt (C) roles are all Werewolves, Seducer
Ballot, along with any other players tied for second
and Sinner. All Mystic (M) roles play for the village
place. More discussion occurs, with each player on the
and have have a special ability.
Ballot being given the chance for a verbal defence.

WHAT ARE ABILITIES? Some roles have a special


BALLOT VOTE: In this second vote players vote for
ability, which can be one or more of the following:
someone on the Ballot to be burnt. Players on the
FIRST NIGHT: A one-off ability that happens only Ballot are not able to vote, with the exception of the
during the first night (e.g. Priest and Guardian Angel). Seducer (who can vote regardless).
SECOND NIGHT ONWARDS: An ability that living
players may do all nights after the first night (e.g. THE BURNING: The player with the most votes will be
Clairvoyant and Alpha Wolf). This mostly involves burnt and eliminated. If there is a tie in the highest
learning information or targeting a player for death. number of votes the burning will fail. The burning
PASSIVE: Requires no direct input from the player, and could also fail if a Jester was burnt the previous Day.
is managed by the moderator if and when a specific The game then returns immediately back into Night,
event happens (e.g. Innkeeper, Hermit and Wolf Pup). during which all players keep their eyes closed…
WEREWOLF - BASE GAME ROLES
ROLE C M FACTION DESCRIPTION

Alpha Wolf Wolf Pack On the first night, identifies Wolf Pack and locates Defector. From the second night,
(Werewolf) may choose any player to be killed. If Defector is chosen, it wakes up.

Pack Wolf Wolf Pack On the first night, identifies Wolf Pack and locates Defector. From the second night,
(Werewolf) helps strongest Werewolf target a player. If it is the strongest Werewolf, chooses a
target. If Defector is chosen, it wakes up.

Wolf Pup Wolf Pack On the first night, identifies Wolf Pack and locates Defector. Cannot attack during the
(Werewolf) night. If burned at the stake, the Wolf Pack can attack twice on the following night. If
Defector is chosen, it wakes up.

Defector Wolf Pack On the first night is located by the Wolf Pack. If attacked by the Wolf Pack, it wakes up.
(Human) Wins if the Wolf Pack wins.

Clairvoyant Village Every night, can choose any player and learn if it is Corrupt.

Wizard Village Every night, can choose any player and learn if it is Mystic.

Medium Village From the second night onwards, chooses a dead player and learns if it was Corrupt.

Witch Village Every night, can choose a player (not themselves) to protect from all Werewolf attacks.

Healer Village Sees which players have been killed during each night. Once per game, can choose
another player to bring back to life.

Farmer (x3) Village No ability. However, may have one of the following latent abilities:
Wolf Descendent: If targeted for attack by Werewolves, becomes Corrupt and joins the
Wolf Pack as a biting Werewolf.
Hero Farmer: If targeted for attack by Werewolves, kills the strongest Werewolf
before elimination.

Monk Village On the first night, learns of two or more Roles that are not in play.

Priest Village On the first night, locates the Sinner and learns if the Seducer is in play.

Sinner Village On the first night, is located by the Priest.

Seducer Village Can vote during Ballot even when Accused. Any votes it receives are always halved
(rounding up).

Innkeeper Village While it is alive, each morning the Moderator will inform the Village if the Clairvoyant
found a Corrupt player during the previous night.

Bard Village While it is alive, each morning the Moderator will inform the Village if the Clairvoyant
found a Non-Corrupt player during the previous night.

Hermit Village Protected from all Werewolf attacks.

Jester Jester If burned at the stake, the following day's burning will be cancelled regardless of votes
and powers used. Wins if burned at the stake.

Madman Madman If killed by Werewolves, the following night's first Werewolf attack is cancelled. Wins
if killed by Werewolves.

Juliet Romeo & Juliet On the first night, chooses and is identified by Romeo. Romeo becomes Lover Faction
(Lovers) and is protected from Werewolf attack while Juliet lives. When either is killed, the
other dies after the Healer's turn.

Guardian Angel Guardian Angel On the first night, chooses a player to guard, who is warned. If the guarded is ever
& Guarded Accused, the Guardian Angel takes its place. If the guarded is chosen to be attacked
during the night, the Guardian Angel is attacked in its place.

Common questions

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Roles designated as Mystic often belong to the Village faction and possess abilities that provide insights crucial for the Village's survival, such as identifying Corrupt players. For instance, the Clairvoyant can detect if a player is Corrupt every night. Conversely, Corrupt roles are typically aligned with the Wolf Pack, indicating danger to the Village. These designations inform strategic decisions regarding alliances, as players must navigate whom to trust and when to reveal information for maximum impact without compromising their own role's effectiveness or safety .

During "The Burning" phase, players vote to eliminate one person based on suspect behavior or strategic choices. This vote significantly impacts game strategy; for the Village faction, it is crucial to accurately identify and eliminate Wolf Pack members to decrease the threat to non-Wolf Pack roles. For the Wolf Pack, manipulating votes to burn non-Wolf Pack roles is essential for their victory. The complexity in strategies arises when players need to bluff or defend their roles convincingly without revealing too much, especially since roles like the Seducer can alter voting outcomes, and the presence of roles like the Jester can complicate direct eliminations .

When accusing someone during the day phase, players must consider the behavior and statements made by others, any known abilities or roles, patterns in night actions, and potential alliances or conflicts that may arise. Such accusations can deeply influence the group's dynamic by swaying opinions and revealing information. Accusations must be measured, as they can lead to reconsiderations or shifts in focus among players, manipulating the collective narrative. Additionally, the presence of roles that might thrive on suspicion, like the Jester, requires players to scrutinize motivations behind behaviors that initially seem incriminating .

The Alpha Wolf, a member of the Wolf Pack, has the ability to identify other Wolf Pack members and the Defector during the first night. From the second night onwards, the Alpha Wolf can choose any player to be killed. If the selected player is the Defector, the Defector wakes up. These abilities allow the Alpha Wolf to strategically eliminate opponents and coordinate with the Defector to strengthen the Wolf Pack's position in the game .

Burning the Jester during "The Burning" phase results in no burning occurring the following day, irrespective of the vote or powers utilized. This temporary cessation in eliminations provides a strategic pause, potentially allowing the Wolf Pack additional time to attack without fear of retribution, thus significantly impacting the Village's strategy. It necessitates caution in votes, as prematurely burning the Jester inadvertently aids the Jester's victory while delaying the Village's progress in identifying and eliminating threats .

The Guardian Angel introduces strategic complexity by having the ability to guard a chosen player, substituting themselves for the guarded player if accused or attacked. This role creates challenges by protecting target roles from elimination, allowing potentially influential players to remain active longer than anticipated. The Guardian Angel's sacrifice complicates the Village's deliberation and the Wolf Pack's targeting calculus, as missteps could shield critical roles like the Clairvoyant or Seer. Thus, it requires factions to reconsider attack orders and alliance formations, sustaining uncertainty and reinforcing strategic depth throughout the game .

The Hermit has a Passive ability that protects them from all Werewolf attacks, serving as a safeguard, especially while other crucial roles are in play. This defensive position strengthens the Village's resilience as the Hermit remains invulnerable, indirectly allowing for steady participation in discussions and votes without fear of elimination from night attacks. The balance provided by this ability requires the Wolf Pack to consider different strategies, as direct attacks prove ineffective against this player, forcing them to target other roles or use indirect methods to sway outcomes .

The Priest has the ability on the first night to locate the Sinner and to determine if the Seducer is in play. This knowledge can be pivotal for the Village faction as it equips them with crucial information about potential threats and allies early on. The dynamic this creates partly revolves around trust and strategy, as the Priest must decide when and how to share this information. Revealing Sinner or Seducer specifics might not only aid the Village but also inadvertently inform the Wolf Pack of the roles in play, necessitating careful consideration regarding disclosure .

The Jester and Madman roles have unique winning conditions that diverge from the main team objectives. The Jester wins if they are burned at the stake, which provides them incentive to draw suspicion deliberately. The Madman wins if killed by Werewolves, incentivizing behavior that might attract attacks. Teams must be wary of these roles; the Village faction should avoid wrongly voting to burn or attack these roles to prevent disruptions in their strategy. Meanwhile, the Wolf Pack may exploit these roles to mislead the Village, potentially wasting their resources or strategic moves .

The Defector is a Human aligned with the Wolf Pack. On the first night, the Wolf Pack locates the Defector, who wakes up if attacked by the Wolf Pack. The Defector's role benefits the Wolf Pack by providing an additional ally within the ranks of the Village faction, thereby complicating the Village's efforts to identify threats accurately. Because the Defector wins if the Wolf Pack wins, they may secretly work against Village interests, influencing votes or spreading misinformation .

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