Werewolf Detailed Rule Manual (Version 1.7.0)
I. Game Objectives
- 🐺 Werewolf Camp Eliminate all divine roles or eliminate all commoner roles (achieving "side elimination"), or eliminate all good people roles (achieving "total elimination")
- 👨🌾 Good People Camp Eliminate all werewolf roles (including special werewolves)
II. Detailed Role Skills
🐺 Werewolf Camp
| Role | Introduction | Skills | Limitations |
|---|---|---|---|
| Common Werewolf | Basic member | 1. Night Attack: Attack together with other werewolves every night 2. Self-Explosion: Can self-explode during day's speech phase, immediately ending speech and entering night | No special restrictions |
| Wolf Beauty (Reworked in 1.7.0) | Charming werewolf | 1. Charm: After killing every night, can choose a player to "charm" 2. Love Death: If Wolf Beauty is out, the charmed player dies with her | No special restrictions |
| White Werewolf King | Self-exploding leader | Self-Explosion with Target: Self-explode during day's speech phase and specify a player to take with him | Only available during day's speech phase |
| Hidden Werewolf (Reworked in 1.7.0) | Disguised werewolf | 1. Disguise: When ordinary werewolves are alive, doesn't participate in killing, doesn't recognize wolf teammates, shown as "good person" when checked by Seer 2. Awakening: After all ordinary werewolves are out, awakens and gains night killing authority | No special restrictions |
| Werewolf King | Gun-wielding werewolf | Shoot and Take: When out (except when poisoned by witch, counter-injured by Wraith Rider), can choose a player to die together | 1. Cannot shoot when poisoned 2. Cannot shoot when self-exploding |
| Wraith Rider | Counter-injury werewolf | Counter-Injury Curse: When checked by Seer/poisoned by Witch, triggers "counter-injury", and the corresponding Seer/Witch dies the next day | Can be normally voted out, killed by Hunter's shot, killed by Knight's duel, killed by werewolves |
| Stone Statue Ghost (New in 1.7.0) | Investigation werewolf | 1. Investigation: When other werewolves alive, checks one player's specific identity every night 2. Awakening: After other werewolves are out, gains night killing authority | No special restrictions |
👨🌾 Good People Camp
| Role | Introduction | Skills | Limitations |
|---|---|---|---|
| Commoner | No-skill villager | No special skills, participates in voting and speaking during the day | No special restrictions |
| Seer | Investigation core | Check: Checks one player's identity every night, shows "good person/werewolf" | Will be counter-killed when checking Wraith Rider |
| Witch | Double potion controller | 1. Antidote: Saves wolf-killed target (limited once) 2. Poison: Poisons one person (limited once) | 1. Target dies when both guarded and saved 2. Will be counter-killed when poisoning Wraith Rider |
| Hunter | Counter-attack shooter | Shoot and Take: When out (except when poisoned by witch, counter-injured by Wraith Rider), can choose a player to die together | Cannot shoot when poisoned |
| Guardian | Night guardian | Protect: Protects one person from wolf attack every night | 1. Cannot protect the same person consecutively 2. Doesn't protect from poison/gun/explosion/duel damage |
| Knight | Day duelist | Duel: During day's speech, can choose a player to duel - Werewolf dies, knight lives - Good person lives, knight dies | Only available during day |
| Idiot (Reworked in 1.7.0) | Death-immune divine | Death Immunity: When voted out, can retain game qualification (still can speak), but loses voting rights | Only triggered when voted out |
| Silencer Elder (New in 1.7.0) | Silence controller | Silence: Can choose a player to "silence" at night, and the player cannot speak the next day | No special restrictions |
| Grave Keeper (New in 1.7.0) | Identity checker | View Identity: Can view the identity of the player eliminated in the previous round at night (shows "good person/werewolf") | No special restrictions |
III. Game Flow
graph TD
A[Preparation Phase] --> B[Night Phase]
B --> C[Daybreak Phase]
C --> D[Day Phase]
D --> B
D --> E[Game End]
1. Preparation Phase
- Set number of players
- Select roles
- Assign identities
- Announce "Night falls, please close your eyes"
2. Night Phase (Automatically guided in standard order)
The system will pop up guidance pop-ups in the order of "Werewolf kill → Witch use medicine → Seer check → Other role skills":
- Werewolves → Open eyes together to kill (Hidden Werewolf doesn't participate, Stone Statue Ghost doesn't participate)
- Wolf Beauty → Individually charms target
- Witch → Learns kill target and uses antidote/poison
- Seer → Checks target's identity
- Guardian → Selects protection target (cannot protect the same person consecutively)
- Stone Statue Ghost → Checks player's identity
- Silencer Elder → Selects silence target
- Grave Keeper → Views identity of previously eliminated player
3. Daybreak Phase
- Announce death list (without revealing cause)
- Sheriff election/transfer (sheriff has 1.5 vote power and final say)
- Deceased delivers last words (first night deceased must have last words, subsequent depends on rules)
4. Day Phase
- Speech Segment: Players take turns speaking and analyzing
- Special Actions:
- Knight can initiate duel (immediate identity verification)
- Werewolves/White Werewolf King can self-explode (ends speech, enters night)
- Voting Segment:
- Normal Voting: Click "Start Voting" → Click the people who voted for a certain player in turn → Interface displays "XX number: X votes" in real time → Click "End Voting" → The player with the highest votes is automatically judged as eliminated;
- Advanced Voting: Click "Advanced Voting" → Select voting player → Select voted player → Click "Confirm" → Interface generates "XX number voted for XX number" records → Automatically counts all records after voting ends;
- Sheriff's final say (if there is a tie, the sheriff has the final say)
- Handling outgoing players' skills (Werewolf King shooting/Idiot flipping)
IV. Key Interaction Rules
| Interaction Scenario | Result | Explanation |
|---|---|---|
| Guardian protection + Witch saving same person | Target dies | "Same protection and save" rule |
| Witch poisons Wraith Rider | Witch dies Wraith Rider survives | Counter-injury takes effect |
| Seer checks Wraith Rider | Seer dies No valid information | Counter-injury takes effect |
| Knight duels werewolf | Werewolf dies Knight survives | Ignores counter-injury/disguise |
| Wolf Beauty out | Charm target dies with her | Triggered by any way of being out |
| White Werewolf King self-explodes | Self-explosion + specified player death | Can take anyone |
V. Victory Conditions
1. Side Elimination Mode (New in 1.7.0)
- 🐺 Werewolf Victory:
- If "Werewolf faction survives" and "Good-Clergy faction all eliminated" → Werewolf faction wins;
- If "Werewolf faction survives" and "Good-Commoner faction all eliminated" → Werewolf faction wins;
- 👨🌾 Good People Victory:
- If "Good faction survives" and "Werewolf faction all eliminated" → Good faction wins.
2. Total Elimination Mode
🐺 Werewolf Victory: All good people faction players out;
👨🌾 Good People Victory: All werewolf faction players out.
Immediate Termination: Game ends immediately after victory conditions are met
VI. Role Combination Recommendations
- 6-8 Player Game: 2 werewolves + 4-6 good people (Seer, Witch, Hunter required)
- 9-11 Player Game: 3 werewolves + 6-8 good people (Seer, Witch, Hunter, Guardian/Knight)
- 12-15 Player Game: 4 werewolves + 8-11 good people (add some special roles)
- 16+ Player Game: 5 werewolves + 11+ good people (can use all roles)
House Rule Tips: Before starting, please clarify
- Whether witch can save herself on first night
- Whether guardian can protect the same person consecutively
- Whether Werewolf King can shoot when killed by werewolves
- Process after Knight duel (continue voting/directly to night)