Wherewolf Rules
Wherewolf Rules
Wherewolf Rules
GAME COMPONENTS
33 Role Cards
1 Turn Card
1 Icons Card
1 Biography Card
1 Game Rules booklet
THE GAME
Wherewolf is played over a series of alternating “days” and “nights”. During the day, the villagers gather together and try to figure out who the
Werewolves are. They will then vote on whom they should burn at the stake. At night, the Werewolves will choose a victim to devour, while the Seer
probes the souls of the villagers hoping to discover their nature.
In order to play, you will need a Moderator, who will guide the players and lead the game.
GAME SETTING
Before you can play, you must decide who will be the Moderator. His first duty will be to explain the game to any new players and prepare the
Village.
PREPARING THE VILLAGE DECK
- FOR YOUR FIRST FEW GAMES
Until you are comfortable with the game, it is best to start with a Village deck that has a number of cards equal to the number of players. You must
include the Seer and some Werewolves (1 for 5-8 players, 2 for 9-12 players, 3 for 13-16 players, 4 for 17-20 players and so on). You should ignore the
text of any Role Cards except the Seer and the Werewolves, and treat everybody else as basic villagers with no abilities.
Once you’ve learned the basics of the game, the you can include all other Role Cards and experience the full game!
- VILLAGE ASSEMBLY
This first part of the game is very open. Anyone can speak if he chooses, and you can decide whether or not reveal any details about your identity,
ask questions, share information received during the night, or accuse others of being a Werewolf. The only restriction is that players may never
reveal their Role Cards. You are free to lie or mislead the other players!
The purpose of this discussion is to try to decide how you should vote and who to accuse of being a Werewolf, so the villagers can burn him at the
stake.
This part ends when the Moderator announces that it is the time for the First Voting. The Moderator should use his common sense, giving the
players time for their deductions and accusations, and proceeding more quickly if they don’t have any relevant information to discuss.
Keep in mind that the early phases of the game will tend to be faster, since there is very little information, and players are often reclutant to speak
first. The first day is usually the shortest, and the Moderator can quickly move on to the First Voting.
- FIRST VOTING
The First Voting will determine which villagers are going to stand accused of being a Werewolf. One of the accused may be burnt at the stake at the
end of the day!
To announce the First Voting the Moderator says:
“Let’s proceed with the First Voting. Each of you must cast one and only one vote against any other player. Close your eyes and I will call the players
one by one. When you hear the name of player you want to accuse, raise your hand”.
Once all the players have shut their eyes, the Moderator proceeds, calling out the names of the players one by one writing down the number of
votes each one receives.
Once all the players have been called out, the Moderator announces which players will be on the ballot for the Second Voting, according to these
rules:
If more than one player has tied for the most votes, all the tied players, and only these players, are on the ballot for the Second Voting.
If only one player has the most votes, he goes on the ballot for the Second Voting, along with the player who has the second highest number of
votes (or all players with the second most if there is a tie).
This ensures that there will be at least two players on ballot for the Second Voting.
- DEFENSE STATEMENTS
A second round of discussion follows. The accused players on the ballot each get a chance to defend themselves, before a vote is taken to decide
which one will be burned at the stake. They are free to share any information they think will save them, or even accuse the other players on the
ballot with them. They may not reveal thei Role Card, however. In this phase all players can speak, but the discussion must pertain to the players on
the ballot.
Once all the players on the ballot have had their opportunity to speak, the Moderator says:
“Let’s proceed with the Second Voting, in order to decide who must go to the stake. Each of you, except for the accused, must cast their vote against
one of the players on the ballot. The player with most votes will go to the stake and be burned. If there is a tie, the hesitant villagers won’t burn
anyone today. Close your eyes.”
- SECOND VOTING
The Moderator calls out the names of all the players on the ballot, and writes down the votes each one receives. Then he announces:
“Open your eyes. The village has decided. [name] goes to the stake!” or “The village is hesitant. Today there won’t be anyone sent to the stake.”
And:
“It’ is now night. Close your eyes.”
After the execution, the next night begins immediately, and there is no more discussion between the players.
When a player goes to the stake, the Moderator takes his Role card, making sure that nobody can see it. That player is out of the game , and cannot
partecipate in any more discussions. He can follow the game as an observer (and keep his eyes open at night and during Voting!). You may find that
sometimes this can be as much fun as actually playing the game!
Remember: during the night, the Moderator still has to call out all the Roles in the game, even if the player that had that Role has been killed!
Note: the presence of the Ghoul or of the Traitor does not prevent the ending of the game with the Village win.
It is possible to have a situation where the game will stall because no one remaining in the game can kill the other (for example, a lone Werewolf
and the Hermit). If this happens, the Werewolves win over any other Factions, and the Vampire wins over the Village or Criminals.
If the are Criminals in the game, they don’t change the End Game Conditions. They only change the Winning Conditions for the Village.
(see The Faction, on page 17)
VARIATIONS
One of the reasons of the wide appeal of Wherewolf is the many ways that it can be changed by the players. The variants that follow are
only some of the more popular ones. Feel free to create and try new ones!
PUBLIC VOTING
Players keep the eyes open during the daily voting. This can simplify the game and make the Moderator’s job easier, but it makes it harder
for the players who need to bluff about their identity. If you use this rule, you should not use Role Cards that affect voting.
The Amulet can only be used once. It is destroyed after it is used the first time, or if it is ever passed to a player who had already held it
during the game, or of the current owner refuses to pass it to another player.
The Sword is also randomly given, passed around and destroyed in the same way as the Amulet. But it does not protect the bearer from
being killed. If the Sword’s owner is attacked by the Werewolves or by the Vampire, he dies notmally, but he also kills the strongest
Werewolf in play or the Vampire (depending on who attacked him). The Sword is a very powerful item, so if you decide to include it in the
game, you will need to balance the Village composition appropriately.
TIMED GAME
A particularly interesting variant is to set a fixed duration for each day of the game. At the end of that time, if the Village hasn’t sent anyone
to the stake yet, the night comes and every other activity is interrupted!
This variant requires more attention, but it has the great advantage of making the tension very palplable, with time running out before the
setting sun. The effect can be even more realistic if you can use a clock that is visible to all players (a chess clock or an hourglass in the
center of the table is perfect for this purpose).
THE MODERATOR
The role of the Moderator is fundamental to a good game of Wherewolf. As the Moderator, you have the task of choosing the Roles that are
included in the Village, explaining the game to the new players, answering any questions and leading the players through the game. You
will set the tempo for the game, cutting off discussion when the game falters and giving time to the players when it make sense. Every
Moderator has his own style, and intervenes in the game differently. There is not “right” way to moderate a game, just follow your taste and
above all try to understand what your players like.
At night when, calling for Roles, there are some hints to follow: if there is no player with a given Role, make sure you let enough time pass
after you call that Role’s name, so it appears the the Role is still active. Try to speak to the center of the room, instead of towards the player
who has his eyes open at that moment. Always use the pronoun that match the gender of the Role, not the gender of the player (for
example, the Seer is always a “she”).
THE ATMOSPHERE
Besides being a game of bluff and deduction, Wherewolf is also a game of atmosphere. Therefore, every single effort you take in this
direction will make your games more entertaining and suggestive. Enhancing the night atmosphere is particularly effective, such as turning
off the lights and using only the minimum of illumination to distinguish the players and their gestures (it may be enough to use the light of
an adjacent room, if you don’t want to overdo with candles, blue lights or adjustable lights). Another very useful trick is using a music player
to create background noise during the night (you can easily find ambient sounds like wind, rain and thunders on the internet, maybe even
with some howling in the background!). Keep the lights on and a total silence during the Voting, in order to give different tones to the times
when the players keep their eyes closed.
POST-GAME DISCUSSIONS
Sometimes, one the most interesting parts of the game is the discussion about events and choices taken that occurs at the end. This can
also be a way of improve your game, by comparing with the other players and finding out what really happened while your eyes were
closed. Encourage discussion among the players, asking them what mistakes they think they made, which different choices they would take
now, who they trusted and why, or who they felt was the Village leader during the discussions. This is also a good way to prepare for your
next game!
FINAL CONSIDERATIONS
HISTORICAL NOTES
Wherewolf is a game whose roots are lost in time, even if they are recent. Teh first apparitions seem to go back to the 50s in England with a
popular game called Murder. The first official rules were written in 1986 by Dimitry Davidoff, a psychology teacher at Moscow University. In
those times the game was called Mafia and the setting was that of a villlage in Sicily where the gangsters hid. The Werewolf theme was
instead introduced by Andrew Plotkin in 1997. Several people contributed to the game development during the years, even if the greatest
evolution was due to the internet’s arrival that connected the various gamers communities, and spread the changes and the variations tried
along the way.
Over the years several versions of the game have been published (Are You A Werewolf? from Looney Labs, Les Loups-garous de Thiercelieux
from Lui-même, Lupus in Tabula from DaVinci and Ultimate Werewolf from Bezier Games, just to mention a few). Each of them drew in a more
or less similar way the changes that the game underwent over the years.
I met the game in 2001 and I started immediately to work on my own version of it. My goal in the making of Wherewolf has been that of
expanding the game without weighting it down, and creating inside it new interaction dynamics and new game mechanics. The target has
been that of a game complex but not complicated, well balanced, and interactive for every Role.