Role Introduction
Werewolf Camp
Werewolf
Introduction: The basic member of the Werewolf camp. The goal is to find and eliminate all good people (divine roles + commoners) to help the Werewolf camp win.
Skills:
- Night Action: Every night, open your eyes together with other surviving werewolves (via gestures) to jointly select a player to kill (commonly known as "killing someone").
- Self-Explosion: During the day's speech phase, you can choose to flip your card and self-explode at any time, immediately ending the current speech and entering the night (skipping voting). This is a key means for werewolves to disrupt the situation or protect teammates.
Wolf Beauty
Introduction: A werewolf with charm ability. She needs to charm a player at night. If she is voted out during the day, the player she charmed will die with her in love.
Skills:
- Charm: Can open eyes alone every night to charm a player (cannot charm the same person for two consecutive nights).
- Love Death: If Wolf Beauty is voted out during the day, the object she is currently charming (regardless of identity) will immediately die in love with her. Note: Dying from being killed or self-exploding will not trigger love death.
White Werewolf King
Introduction: A powerful werewolf leader with strong destructive power. He can choose to self-explode during the day and forcefully take a player to die together.
Skills:
- Self-Explosion with Target: During the day's speech phase, you can choose to flip your card and self-explode at any time, and specify another player (usually not a werewolf teammate). When the self-explosion takes effect, the designated player immediately dies. This is White Werewolf King's core skill, used to accurately kill key divine roles or break the good people's advantage.
Hidden Werewolf
Introduction: A special werewolf hidden in the good people's camp. He does not participate in the werewolves' collective killing at night, nor is his identity known to his werewolf teammates (werewolf teammates also don't know he is a werewolf). He has certain disguise abilities.
Skills:
- Disguise: Not detected as a werewolf by the Seer (usually shows as a good person). Werewolf teammates don't know who the Hidden Werewolf is at night. Does not participate in werewolves' collective killing at night.
- Solo Killing: Only when all other werewolves are out can Hidden Werewolf carry out attacks at night and gain the killing skill.
Werewolf King
Introduction: A powerful warrior of the Werewolf camp. After being voted out or killed (except by witch's poison), he can shoot and take a player with him.
Skills:
- Shoot and Take: When Werewolf King is out due to being voted out, or killed by Hunter's shot, or killed by Knight's duel, or killed by werewolves (allowed by a few rules), he can immediately shoot (flip card) and choose another player to take with him (death). Note: Usually cannot shoot when poisoned by a witch.
Wraith Rider
Introduction: A cursed werewolf with counter-injury ability. He cannot be directly eliminated by certain divine roles' positive skills, but will instead counter-injure the other party.
Skills: Counter-Injury Curse:
- Cannot be poisoned to death by a witch (if a witch poisons him, the poison is ineffective and the witch herself will be counter-injured to death).
- Cannot be directly investigated to death by a Seer (if a Seer investigates him, the Seer himself will be counter-injured to death).
- Participates in werewolves' collective killing at night.
- Note: Can be normally voted out, killed by Hunter's shot, killed by Knight's duel, killed by werewolves. Guardian's protection of him is ineffective.
Gargoyle
Introduction: A special werewolf with powerful investigation ability. In the early stage, he is like the "Seer" of the werewolf team, providing information for the werewolf team. When all other werewolf teammates are out, he will awaken and gain the ability to kill directly.
Skills: When other werewolves are still alive, he can check a player's specific identity (such as Seer, Commoner, etc.) every night. When all other werewolf teammates are out, his skill changes to hunting a player every night. Gargoyle participates in werewolves' collective killing at night and knows all werewolf teammates.
Good People Camp
Commoner
Introduction: Ordinary villagers without special skills. Their weapons are keen observation, logical reasoning, and voting rights in their hands.
Skills: No active skills. The core task is to find werewolves through speech and analysis, and vote to eliminate them during the day. Commoners are numerous and are the basic source of votes for the good people's camp.
Seer
Introduction: A core divine role with investigation ability. Can check a player's real camp every night, which is the key for the good people's camp to obtain information.
Skills:
- Check: Can open eyes alone every night and choose a player to check. The judge will inform whether the player is a good person or a werewolf. The Seer needs to convince good people to believe his investigation results through speech.
Witch
Introduction: A powerful divine role with antidote and poison. She possesses the ability to save people and kill people, but the antidote and poison can usually only be used once each.
Skills:
- Antidote: After learning the target of the werewolves' killing that night (usually can save herself on the first night), she can choose to use the antidote to save the player (the player will not die). The antidote can only be used once.
- Poison: At night, she can choose to use poison to kill a player (the player immediately dies). The poison can only be used once. The witch needs to accurately judge the timing and target of saving people and poisoning.
Hunter
Introduction: A powerful divine role with shooting ability. Can shoot and take a player with him when out (except when poisoned).
Skills:
- Shoot and Take: When Hunter is out due to being killed by werewolves, or poisoned by a witch, or taken by White Werewolf King/Werewolf King, or killed by Knight's duel, or voted out, he can immediately shoot (flip card) and choose another player to take with him (death).
Guardian
Introduction: A divine role with protection ability. Can protect a player (usually including himself) every night, making them immune to werewolves' killing that night.
Skills:
- Protect: Can open eyes alone every night and choose a player to protect (cannot protect the same person for two consecutive nights). The protected player is immune to werewolves' killing that night (i.e., will not be killed by werewolves). The Guardian needs to anticipate werewolves' killing methods, and cooperation with the witch's antidote is particularly important (protecting and saving the same person will lead to the player's death).
Knight
Introduction: A daytime divine role with duel ability. He can initiate a duel during the day's speech phase, revealing a player's identity through a direct duel.
Skills: Duel: During the day's speech phase (usually before the sheriff's vote or when speaking himself), he can choose to flip his card and initiate a duel at any time, specifying another player for the duel.
- If the player is a werewolf, the werewolf dies, the knight survives, and the day continues with the speech/voting process.
- If the player is a good person (divine role or commoner), the knight dies, and the dueled player survives.
- The duel result is immediately made public and terminates the current speech, directly entering the voting elimination phase (or skipping voting). The knight sacrifices his life to provide a 100% accurate person identification for good people.
Idiot
Introduction: A divine role with death immunity privilege. Even if voted out, he can flip his card to prove his identity, exempt from death but lose voting rights.
Skills:
- Death Immunity: If Idiot is voted out during the day, he can flip his card to reveal his identity, exempt from death at this time, and stay on the field to continue speaking. However, he loses voting rights (can no longer participate in voting). If Idiot dies in other ways (such as being killed, poisoned, etc.), he normally goes out. The existence of Idiot makes werewolves not dare to easily push him during the day.
Silencer Elder
Introduction: An elder with the power to silence players. Every night, he can choose to make a player unable to speak in the next day, thereby disrupting werewolves' tactics or protecting key good people.
Skills: Every night, he can choose a player who will be prohibited from speaking during the speech phase of the next day. Cannot silence the same player for two consecutive nights. Silenced players can still vote.
Magician
Introduction: A powerful divine role with identity exchange ability. Every night, he can secretly exchange the numbers of two players, causing the skill effects targeting them that night to be swapped, making him a core disruptor on the field.
Skills: Every night, he can choose two players for exchange, and all skill effects targeting these two players that night will be swapped. Cannot exchange himself, nor can he exchange the same pair of players for two consecutive nights.
Third Party Camp
Cupid
Introduction: A special role that connects two players as "lovers" at the beginning of the game. The fates of lovers will be bound together and may form independent victory conditions.
Skills: Designate two players as lovers on the first night. Lovers do not know each other's identities but their fates are bound (if one dies, the other dies with them). Cupid's victory condition depends on the identities of the lovers: if it's a human-wolf love, Cupid and the lovers form a third-party camp and need to eliminate everyone else; if it's not a human-wolf love, Cupid follows the lovers' camp to win.
Piper
Introduction: A happy madman who confuses players with flute music. His goal is not to kill, but to confuse all surviving players, thus winning alone.
Skills: Starting from the second night, he can confuse two players every night. Confused players do not know themselves. When all surviving players are confused, the Piper immediately wins.
Bomber
Introduction: An irritable commoner with a bomb. If someone votes for him during the day, they will be blown up together with him.
Skills: If voted out during the day, all players who voted for him will be blown up and out. This skill only triggers when voted out, and is invalid when dying in other ways.