The wolves are among you

Play Werewolf with no moderator left outside the village

Each friend joins the same private village on their phone. The game assigns Werewolves, Seer, Healer, and Villagers; runs the moonlit actions; and counts the village vote.

Free · 4–16 players · no account or app download

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 roleWerewolf roleAbilityTeam
🕵️ Mafia🐺 WerewolfThe pack chooses one non-wolf target each night.Pack
🔎 Detective🔮 SeerDivines whether one target is a Werewolf.Village
🩺 Doctor🌿 HealerShields one living player from night death.Village
🧑‍🌾 Villager🧑‍🌾 VillagerUses discussion and voting, with no night action.Village
🔪 Serial Killer🪓 ButcherHunts alone and wins in the final two.Solo
🃏 Jester🃏 FoolWins alone by being eliminated in the village vote.Solo
🔫 Vigilante🏹 HunterMay use one night shot during the whole game.Village

Set up a village

  1. One person opens the Werewolf entry point and creates a room.
  2. Friends scan the QR code or open the private invitation link on their phones.
  3. The host keeps the automatic role balance for a first game. Six to nine players creates two Werewolves, one Seer, one Healer, and Villagers.
  4. Each player privately holds their role card to reveal it and confirms readiness.
  5. 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

Some of us are Werewolves, and the rest belong to the village. The wolves know their pack and choose a victim at night. During the day, everyone talks and votes. The village wins by finding every wolf; the pack wins when it can control the remaining village. If your role has a special action, your phone will explain it privately. Never show your screen, and if you die, do not give the living any clues.

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

For 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.