Team: Werewolves
Werewolf
The heart of the game: survive the village vote without being unmasked.
- Power
- Opens their eyes with the other wolves. Alone, you may look at one card from the center.
- At night
- Wakes up in position 2
- Win condition
- No werewolf is eliminated by the vote.
How to play this role
At the start of the night, all the Werewolves open their eyes together and recognise each other. On Loup-Garou Sans Carte this is automatic: your screen shows you your fellow wolves, with no risk of another player catching a glance.
If you are the only wolf among the players (the other wolf cards stayed in the center), you get a small advantage: you may look at one of the three center cards. Ideal to learn a role nobody has and use it as cover.
At daybreak there is only one vote. The wolves win if none of them is eliminated. But beware: cards may have moved during the night. A Robber may have taken your card… and then you are no longer a wolf!
Strategies and tips
- Claim a believable role quickly, ideally one that does not wake up (Villager, Hunter) or a role you saw in the center if you are alone.
- With another wolf, avoid defending each other too fast: it is the best way to get caught together.
- Use whispers to coordinate a false lead with your partner… but remember that everyone sees your mouth move!
- Speak up early in the morning. Passing yourself off as a Villager is a classic… but the Seer is watching.
Frequently asked questions
- How many Werewolves should be in a game?
- Two Werewolves suit most games of 3 to 8 players. Beyond that, a third wolf or a Mystic Wolf balances the game. There must always be at least one wolf in the deck.
- What happens if all the wolves are in the center?
- It can happen! In that case, the village wins only if nobody is eliminated. Players must dare to say “there is no wolf”.