Werewolf in one paragraph
A hidden pack of Werewolves hunts one Villager each night. The village wakes, discusses who may be lying, and votes to eliminate a suspect. Villagers win by eliminating every Werewolf; Werewolves win when their living pack equals or outnumbers everyone else. The Seer investigates one player per night and the Healer protects one player, but both must hide their identities from the pack.
Mafia and Werewolf: same logic, different language
The Mafia and Werewolf themes run on the same rules engine. Choosing Werewolf changes names, icons, instructions, and atmosphere—not the probabilities or action order. That makes it safe to choose the theme your group understands without learning a second ruleset.
| Mafia role | Werewolf role | Ability | Team |
|---|---|---|---|
| 🕵️ Mafia | 🐺 Werewolf | The pack chooses one non-wolf target each night. | Pack |
| 🔎 Detective | 🔮 Seer | Divines whether one target is a Werewolf. | Village |
| 🩺 Doctor | 🌿 Healer | Shields one living player from night death. | Village |
| 🧑🌾 Villager | 🧑🌾 Villager | Uses discussion and voting, with no night action. | Village |
| 🔪 Serial Killer | 🪓 Butcher | Hunts alone and wins in the final two. | Solo |
| 🃏 Jester | 🃏 Fool | Wins alone by being eliminated in the village vote. | Solo |
| 🔫 Vigilante | 🏹 Hunter | May use one night shot during the whole game. | Village |
Set up a village
- One person opens the Werewolf entry point and creates a room.
- Friends scan the QR code or open the private invitation link on their phones.
- The host keeps the automatic role balance for a first game. Six to nine players creates two Werewolves, one Seer, one Healer, and Villagers.
- Each player privately holds their role card to reveal it and confirms readiness.
- When the moon rises, table talk stops. Only roles with an action make a choice.
Night order and interactions
1. The pack hunts
Each living Werewolf marks a non-wolf target. Packmates see one another's choices. A majority target is attacked; an exact choice tie is resolved randomly.
2. The Seer divines
The Seer chooses one other living player and learns “Werewolf” or “clear.” Optional solo roles appear clear because they are not Werewolves.
3. The Healer shields
The Healer may protect any living player, including themselves. The shield blocks any supported night-death source aimed at that target.
4. Optional roles act
The Butcher chooses a victim. The Hunter can spend the one arrow or hold it. The Fool and ordinary Villagers have no night action.
The phone coordinates these actions without requiring everyone to close their eyes in a room where peeking, tapping sounds, or a moderator's timing could reveal information.
Dawn, debate, and the village vote
Dawn announces each night death and reveals the dead player's role. If protection prevented every attack, the village sees a quiet night without learning who was targeted or protected.
The host begins discussion and later opens a private vote. A suspect is banished only if they are the unique vote leader and their total is greater than the number of abstentions. A tie or an abstention block sends the village into another night with everyone still alive.
How to teach the theme without teaching every card
For beginners, that is enough. Explain the Seer and Healer in one sentence each, then let the private role cards handle the details. Avoid adding the Fool, Hunter, or Butcher until the group can already predict the normal win conditions.
Useful Werewolf strategy
For the village
- Ask every player to leave a public opinion before the vote. Wolves thrive when only a few voices create the record.
- A Seer's “clear” result excludes Werewolf, not every optional threat.
- Compare the debate with the ballot. A player who built a strong case and then voted elsewhere owes the village an explanation.
- Do not assume a quiet night proves a specific person was protected.
For the pack
- Do not behave like a visible voting bloc. Packmates who always agree create relationship evidence.
- Use the night to remove players who connect information, not only the loudest accuser.
- Prepare an explanation for your vote before the result. Reactive stories are easier to expose the next day.
- If a packmate is already lost, an honest-looking vote against them may protect the rest of the pack.
When the Werewolf theme works best
Choose Werewolf when the group recognizes village, Seer, and Healer language more quickly than crime-story roles, or when a family-friendly folklore frame fits the room better. Choose Mafia when players already use Detective and Doctor terminology. Neither theme is inherently easier; clarity comes from using one vocabulary consistently for the entire round.
Host tip: The theme locks when the game starts. Switch it in Customize roles while everyone is still in the lobby so every screen uses the same names.
Frequently asked questions
Do we need a separate moderator?
No. The first player is the pacing host and still receives a secret role. The browser handles hidden information and resolution.
Can we play Werewolf remotely?
Yes. Share the invitation link and use any voice or video call for discussion. Ask everyone to mute during the night.
Can the Healer protect themselves?
Yes. Mafia Night does not impose a consecutive-night or self-protection limit.
Does the Seer find the Butcher?
No. The Seer's check reports only whether the target is a Werewolf. The Butcher, Fool, Hunter, Healer, and Villagers appear clear.
How is a tied pack choice resolved?
If the living Werewolves split evenly between leading targets, the game randomly selects one of those tied targets.