Werewolf Detailed Rule Manual (Including 18 Roles)
I. Game Objectives
- 🐺 Werewolf Camp Eliminate all divine roles or eliminate all commoner roles (achieving "side elimination")
- 👨🌾 Good People Camp Eliminate all werewolf roles (including special werewolves)
- 🔮 Third Party Camp Achieve special victory conditions based on specific roles (such as Cupid's human-wolf love victory, Piper's full confusion victory, etc.)
II. Detailed Role Skills
🐺 Werewolf Camp (Shared night vision)
| 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 | Charming werewolf | 1. Charm: Charm one person alone every night (cannot charm the same person consecutively) 2. Love Death: When voted out, takes current charm target with her | 1. Being killed or self-exploding won't trigger love death 2. Cannot charm the same person for two consecutive nights |
| 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 | Disguised werewolf | 1. Disguise: Shows as good person when checked by Seer 2. Solo Killing: Gains killing ability after all other werewolves are out | 1. Doesn't participate in group killing 2. Werewolf teammates don't know his identity |
| Werewolf King | Gun-wielding werewolf | Shoot and Take: Can shoot and take a player when voted out/gunned down/dueled to death | 1. Cannot shoot when poisoned 2. Cannot shoot when self-exploding |
| Wraith Rider | Counter-injury werewolf | Counter-Injury Curse: 1. Immune to poison and counter-kills witch 2. Counter-kills Seer who checks him | 1. Can be voted out/gunned down/dueled to death 2. Guardian protection ineffective |
| Gargoyle | Investigation werewolf | 1. Investigation: When other werewolves alive, checks one player's specific identity every night 2. Awakening: Gains killing ability after other werewolves are out | Participates in group killing, knows all werewolf teammates |
👨🌾 Good People Camp
| Role | Introduction | Skills | Limitations |
|---|---|---|---|
| Commoner | No-skill villager | No active skills | Relies on speech and voting |
| Seer | Investigation core | Check: Checks one player's camp every night | Will be counter-killed when checking Wraith Rider |
| Witch | Double potion controller | 1. Antidote: Saves wolf-killed target (limited once, usually can save self on first night) 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: Can shoot and take a person when not voted out | Cannot shoot when voted out |
| 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: Flips card during day to duel target - Werewolf dies, knight lives - Good person lives, knight dies | 1. Can only be used once during day 2. Ignores disguise/counter-injury |
| Idiot | Death-immune divine | Death Immunity: When voted out, flips card to avoid death but loses voting rights | Only triggers when voted out |
| Silencer Elder | Silence controller | Silence: Chooses one player to be silenced in next day's speech | Cannot silence the same player consecutively |
| Magician | Identity exchanger | Exchange: Exchanges two players' numbers every night, making skill effects on them swap | 1. Cannot exchange self 2. Cannot exchange the same pair consecutively |
🔮 Third Party Camp
| Role | Introduction | Skills | Victory Conditions |
|---|---|---|---|
| Cupid | Love messenger | Matchmaking: Connects two players as lovers on first night | 1. Forms third party with lovers in human-wolf love, needs to eliminate everyone 2. Follows lovers' camp when not human-wolf love |
| Piper | Confusion master | Confusion: Confuses two players every night from second night | Wins when all surviving players are confused |
| Bomber | Explosive commoner | Explosion: Kills all who voted for him when voted out | Eliminates all players or achieves special conditions |
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
- Distribute identity cards
- Announce "Night falls, please close your eyes"
2. Night Phase (Strict order)
- Cupid → Connects lovers (first night only)
- Guardian → Selects protection target (cannot protect the same person consecutively)
- Werewolves → Open eyes together to kill (Hidden Werewolf doesn't participate, Gargoyle participates)
- Wolf Beauty → Individually charms target
- Seer → Checks target's identity
- Witch → Learns kill target and uses antidote/poison
- Hidden Werewolf → Acts alone from second night
- Gargoyle → Checks player's identity
- Silencer Elder → Selects silence target
- Magician → Exchanges player numbers
- Piper → Confuses players (from second night)
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)
- Bomber triggers explosion when voted
- Voting Segment:
- Sheriff's final say
- All voting (Idiot has no voting rights after avoiding death, silenced players can still vote)
- Handling outgoing players' skills (Werewolf King shooting/Idiot flipping/Bomber exploding)
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 voted out | Charm target dies with her | Only triggered by voting |
| White Werewolf King self-explodes | Self-explosion + specified player death | Can take anyone |
| Bomber voted out | Bomber + all voters die | Only triggered by voting out |
| Magician exchanges skill targets | Skill effects transfer to swapped targets | Affects all night skills |
| One lover dies | The other dies with them | Fates bound together |
V. Victory Conditions
- 🐺 Werewolf Victory: All divine roles or all commoners out
- 👨🌾 Good People Victory: All werewolves (including special wolves) out
- 🔮 Third Party Victory:
- Cupid: Eliminates all other players in human-wolf love; follows lover's camp when not human-wolf love
- Piper: All surviving players are confused
- Bomber: Achieves special victory conditions or causes all players to die
- 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 + optional third party (add some special roles)
- 16+ Player Game: 5 werewolves + 11+ good people + multiple third parties (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
- Hidden Werewolf's poison usage times or awakening conditions
- Process after Knight duel (continue voting/directly to night)
- Specific judgment rules for third party roles' victory conditions