It is important to know when a group of players have won and ended the game. A few of the conditions are easy to keep track of while others are a little more subtle. The two main things that you must keep in mind are how many Werewolves are still alive, and keep in mind how many total villagers (players) are still alive. There are no set scripts for how to end the game, so the GM can add whatever flavor they want when announcing the winners.
In general, the group that wins includes all cards that share an alignment with the winning group. This winning group also includes players who have died in that session. Every player can perform an important role, and their sacrifice could have been pivotal to the winning group's success.
The Villagers win when they manage to kill all of the Werewolves. When the Villagers win the game, all cards with the daytime background and purple night background also win because they are all 'good' aligned. This means, for example, that if the Villagers win, the Witch and Seer win as well. If the Thief is dead, he does not win despite the color of his background.
If the number of Werewolves becomes equal to or greater than the number of all other remaining villagers, the Werewolves overpower them and win the game. To be clear, this is not just a matter of Werewolves vs. normal Villagers. This "Werewolf Check" is between the Werewolves and all Non-Werewolf cards. In an example setup, if you have 3 Werewolves, a Warlock, a Crone, and 2 Villagers all still alive, the Werewolves still have not yet won, even though there are 5 evil and 2 good.
The Werewolf Check makes certain that the Werewolves can only win by having superior numbers and not on a technicality based on the alignment of other cards in play. While the other evil cards work to support the Werewolves, the Werewolves can only really trust themselves. And hey, it is entirely possible that they will turn on their former allies when the Villagers are eliminated. The other evil cards win because they have achieved their objective regardless of what happens to them after the Werewolves claim victory.
The Fool alone wins the game when she is lynched. If the Fool is killed by any other means, you have a dead Fool that does not win the game. Likewise, if she lives through the game, she does not win along with the overall victor.
Historically, fools or court jesters were court entertainers and were the only people in the kingdom who could openly criticize the nobility, disguising their sometimes scathing statements with jokes and merrymaking. Fools can be honest about the current state of affairs and offer political insight without risking their head to do so. They could provide valuable political counsel and operated outside of the social and political hierarchy. To kill your fool was to remove the lone dissenting voice; it was a very foolish thing to do.
If the Were-Gerbil is able to find the Were-Hamster at night, and they both survive until the following morning, both of the characters win to the exclusion of all other cards. This is the only way for the Were-Gerbil to win and only time the Were-Hamster can win without stealing the victory from someone else.
If the Were-Hamster survives to the end of the game, he usurps the normal winners to claim victory to the exclusion of all other cards. Being found by the Were-Gerbil or living to the end of the game are the only ways for the Were-Hamster to win.
There are some cards that can't win no matter what. These cards all share a pink background; they are "wildcards" designed to spice up normal games. They have no vested interest in the Werewolves or Villagers and are just there to have some fun. Being one of the Matchmaker's Lovers and living to the end of the game is the only way a card that cannot normally win can meet a win condition.
When one of the above conditions are met, the game is over. The GM may announce the results in any way that they see fit. Some cards modify the winning group even if they don't have a special condition that must be met:
Additionally, some cards may win in addition to the overall victors depending on their alignment at the end of the game:
Once the winner has been announced, take some time to reveal the identities of all of the players. You may be in for some surprises! The Matchmakers Lovers may have been the Seer and a Werewolf, and your best friend might have been the Devil the entire time. Some people are really good at concealing their roles. Make sure to collect the cards from everyone before beginning another game!