Werewolf

Evil Aligned

The Werewolf, the titular character, used to be a Villager a long time ago. They were corrputed by unknown forces and turned into Werewolves, hunting in packs at night and murdering a single unfortunate victim. They are not stupid beasts, but rather they are vicious and cunning foes who work together to avoid detection. Their only real danger comes from the Seer, a gifted Villager with the ability to see them for what they truly are.

How to GM

During the Identification Phase, have the Werewolves open their eyes and take note of who the other Werewolves are. If there is only one Werewolf, still call for them to open their eyes so that you can identify them.

- "Werewolves, open your eyes and identify each other."
- "Werewolves, close your eyes."


During the Night Phase, ask the Werewolves to decide on a single person to kill for the night. Once they have decided on a target, remember (or make a note of) who they are killing and have the Werewolves close their eyes.

- "Werewolves, open your eyes, and decide on someone to kill."
- "Werewolves, close your eyes."

Alternate Rules

There are no alternate rules for this card.

Frequently Asked Questions

Can the Werewolves decide to kill one of the other Werewolves?
No. While a GM can rule differently, it's not recommended to allow this.

How many Werewolf cards should I use?
While dependent on the number of other special roles, you will generally include two Werewolves for 7-15 players, and games with 16-25 players will have three on average.

If you have a question about this card, send us an e-mail!

Strategies and Tips

The Werewolves' biggest priority is to find and kill the Seer. Once that is done, they will be at less risk of being found out.

If you are ever accused, be sure you have a defense ready. Showing hesitation can earn you a lynching.

Social engineering is an important part of playing Werewolves of the Dark Arts. Werewolves can work together, and they often figure out who other evil players are easily. Use this information to your advantage. If one of your allies is accused and defending themslves poorly, you can step in to try and shield them from the rest of the village. Alternatively, if a player is hinting that they're an important good-aligned character and you beleive they may be telling the truth, try to undermine their position and make them look suspicious. Don't look like you know too much, otherwise you may get lynched.

Have a good strategy or tips for this card? Send us an e-mail!

Back to the card list.