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Adaptation

Lupus in Tabula

Players
8–24
Duration
30 min
Difficulty
2/3
Deck
52-card deck, one card each

Chapter 1 of 4

How to set up

A social deduction game for 7-23 players plus a Master running the game, with one secret card each. At night the werewolves kill, by day the village accuses and executes a suspect. Werewolves or humans, whoever is left standing wins.

Inspired by Lupus in Tabula by Domenico Di Giorgio and Andrés J. Voicu.⁠ (opens in a new tab) Publisher: dV Giochi

Objective

There are werewolves among the villagers, and nobody knows who they are except the werewolves themselves and the Master. Every night the werewolves kill someone, every day the survivors argue and execute a suspect. The humans win when every werewolf is dead. The werewolves win the moment they are as many as the humans still alive, because at that point nobody can stop them anymore. You win and lose with your side, even when dead. One card is the exception: the Possessed wins with the werewolves.

Setup

Deck
52 cards: the Master takes one per player, following the table below
In hand
1 each, face down and secret; the Master gets none

How many cards, by players without the Master. The base rule is two werewolves, three from 16 players up. In your first game any role can be swapped for a Villager.

PlayersWhat to add
7A♠ A♣ Werewolves, K♥ Seer, 4 Villagers
8+ 1 Villager
9+ Q♠ Medium
10+ J♠ Possessed
11+ K♠ Bodyguard
12+ Q♥ Harlot
13-15+ 1 Villager for every extra player
16+ A♥ third Werewolf
17-23+ 1 Villager for every extra player

To find your way around: the A cards are the werewolves, numbers are the villagers and every other role has a face card of its own.

CardRoleCount
A♠ A♣ A♥Werewolf2 or 3
2-10Villagerup to 15
K♥Seer1
K♠Bodyguard1
Q♥Harlot1
Q♠Medium1
J♠Possessed1
  1. The Master One person is the Master. They get no card, belong to no side and never win: they run the game, call the roles at night and count the votes by day, and to do so they know every player's role from the start.
  2. The deck The Master builds the deck from the table above, shuffles it and deals one card face down to each player, looking at it before handing it over, so they know who holds which role. Unused cards go back in the box.
  3. Each player's card Everyone looks at their own card and keeps it face down for the whole game. Cards are never shown, not even when you die.
  4. The circle Sit in a circle, with the Master in the middle or standing, and start with the first night.

What each role does:

RoleEffect
WerewolfAt night the werewolves open their eyes, recognize each other and silently point at one victim, a single one per night, from the first night on.
VillagerNo power. Argues, accuses, votes.
SeerEach night points at a living player. The Master nods if they are a werewolf, shakes their head if not. The Possessed is not a werewolf.
BodyguardFrom the second night, before the werewolves, points at a player to protect, themselves only once per game. If the werewolves pick that very player, nobody dies. The Bodyguard only protects from werewolves and may repeat the same name.
HarlotEvery night, from the first, before the werewolves, may go and spend the night at another living player's house by pointing at them, or stay home by pointing at nobody. If the werewolves pick the Harlot while the Harlot is away, they find the house empty and nobody dies. If they pick the host, both die, unless the Bodyguard protects the host. A Harlot who spends the night with a werewolf dies at dawn. Human for the Seer and for the count.
MediumFrom the second night the Master tells the Medium with a nod whether the player executed the day before was a werewolf.
PossessedHuman in every respect, for the Seer and for the final count, but wins with the werewolves. Does not know who the werewolves are, and the werewolves do not know who the Possessed is.
Variants to agree on first
  • Extra roles: four more roles, to add once the table knows the base game. Each of their cards takes the place of a Villager, so the number of cards stays the one in the table. The Master calls them at the point given, always, dead or alive.
    RoleWhen to add itEffect
    Owl (Q♣)From 12 playersEach night, after the Seer, points at a player. In the next day's accusation round the Master announces who it pointed at: that player is a Suspect automatically, alongside the most accused one, unless they were already among the two.
    Freemasons (J♥ J♦)From 13 playersTwo humans who know each other. On the first night only, after the Seer and the Owl, they open their eyes together and see each other.
    Werehamster (★)From 15 players, with a deck that has a ★The werewolves cannot eat it: if they pick it, at dawn the Master says that nobody died, with no explanation. It dies at dawn if the Seer looked at it during the night, together with the werewolves' victim if there is one: the Master announces two deaths and does not say who died of what. It counts as human for the Seer and for the count, and is not called at night, but if it is alive when the game ends it wins alone, whoever else won.
    Mythomaniac (Q♦)From 16 playersCalled last, at the end of the second night, once only. Points at a living player: if that player is a werewolf or the Seer, from the next night on the Mythomaniac becomes that role in every respect and opens their eyes with them, and as a werewolf is seen as one by the Seer. Otherwise they stay a plain human.
  • One Night Ultimate Werewolf: werewolves in a single night, for 3 to 10 players with no Master. At night the cards secretly change hands, at dawn everyone votes once and the game is over. It has its own rules page.
Mechanics
Next: how to play

Chapter 2 of 4

How to play

  1. Night The Master announces that it is night. Everyone closes their eyes and taps one hand on the table to cover any noise. The other hand stays free for pointing. Whoever opens their eyes when not called is eaten, no discussion: worth saying before you start.
  2. The calls The Master calls the roles in play one at a time, always in the same order and always all of them, the dead ones included, so nobody learns anything from a silence. The order is Medium and Bodyguard from the second night, the Harlot every night, then the werewolves and the Seer. Whoever is called opens their eyes, makes their move in silence and closes their eyes again when the Master says so.
  3. The werewolves choose When their turn comes, the werewolves recognize each other and point at one victim, a single one, from the first night on. The Master takes note and sends them back to sleep.
  4. Dawn The Master announces that it is day and says who died in the night. If the victim was protected by the Bodyguard, or was the Harlot away from home, the Master says that nobody died, with no explanation. If the werewolves picked the Harlot's host, there are two deaths; if the Harlot spent the night with a werewolf, the Harlot dies too. When there are two deaths, the Master does not say who died of what, and says which of the two counts as the last to die. Whoever dies becomes a Ghost: they stop talking, keep their eyes closed at night and never say which card they had.
  5. Discussion The living talk, accuse each other, lie if they like, for about three minutes. The Master cuts it off when time is up.
  6. The accusation round Starting from the player to the left of the last player to die and going clockwise, everyone, ghosts included, points at whoever they want to accuse. Each accused player counts the votes they receive on their fingers. The two most accused become Suspects; ties go to whoever sits closer, clockwise, to the last player to die.
  7. The defense The two Suspects defend themselves one at a time, in a short speech.
  8. The execution On the Master's count, every living player who is not a Suspect points at the Suspect they want executed, all at the same time. Ghosts do not vote. Whoever has the most fingers pointed at them is executed, on a tie the one closer, clockwise, to the last player to die. Somebody is always executed. The executed player becomes a Ghost.
  9. The end, or another night If every werewolf is dead, the humans win. If the werewolves are as many as the living humans, the werewolves win, and the Possessed with them. Otherwise night falls again and the game starts over from Night.

Frequently asked questions

Can the Bodyguard protect themselves?

Yes, but only once per game. On the other nights they point at another player, and they may pick the same person several nights in a row. The protection only works against the werewolves.

What happens if the werewolves attack the Harlot while the Harlot is at someone's house?

Nothing. The werewolves find the house empty, and at dawn the Master announces that there are no victims, without saying why. If they pick the very player the Harlot went to, though, both die.

What happens when the werewolves pick the protected player?

Nobody dies. At dawn the Master only says that the night passed without victims, and gives no reason.

Can a dead player talk, or say which card they had?

Neither. As a ghost they keep their eyes closed at night, stay silent by day and vote only in the accusation round. Cards stay secret until the end, the dead ones included.

Next: an example hand

Chapter 3 of 4

An example hand

The start

Anna, Bruno, Carla, Dario, Elena, Fabio, Giulia, Hamed and Irene sit at the table in this order, and Luca is the Master. Nine players: two Werewolves, the Seer, the Medium and five Villagers. Luca deals while looking at the cards: the A cards go to Bruno and Giulia, the K♥ to Elena, the Q♠ to Hamed. Below, the cards are shown as Luca sees them; at the table they stay face down for the whole game.

Night 1

MoveThe werewolves pick Dario: the village finds out at dawn.
WhoRole Master’s viewTonight Status
Bruno wolvesApoints at Darioalive
Elena SeerKthe Master shakes their head: Carla is not a werewolfalive
Giulia wolvesApoints at Darioalive
Hamedthis step's rule applies hereQnot called on the first nightalive
AnnaCarlaDarioFabioIrene23456asleepalive
Village9 alive, 2 werewolvesMaster: Luca

Luca calls the werewolves, who point at Dario, then the Seer, who points at Carla. The Medium is not called on the first night.

Day 1

MoveDario is found dead at dawn; the village executes Bruno.
WhoRole Master’s viewToday Status
Anna2accuses Fabiovotes Brunoalive
BrunoAaccuses Carla5 accusations4 votesalive→ghostthis step's rule applies here
Carla3accuses Fabiovotes Fabio2 accusationsalive
Dario4accuses Brunoalive→ghost
ElenaKaccuses Brunovotes Brunoalive
Fabio5accuses Bruno2 accusations2 votesalive
GiuliaAaccuses Carlavotes Fabioalive
HamedQaccuses Brunovotes Brunoalive
Irene6accuses Brunovotes Brunoalive
Village7 alive, 1 werewolfMaster: Lucastarting from Elena. Suspects: Bruno, FabioFabio and Carla are tied: whoever sits closer, clockwise, to the last player to die goes through

The executed player's card stays face down: the village does not know if Bruno was a werewolf.

Night 2

MoveThe werewolves pick Irene: the village finds out at dawn.
WhoRole Master’s viewTonight Status
Elena SeerKthe Master nods: Giulia is a werewolfalive
Giulia wolvesApoints at Irenealive
Hamed MediumQthe Master nods: Bruno was a werewolfalive
AnnaCarlaFabioIrene2356asleepalive
BrunoDariothis step's rule applies hereA4nothingghosts
Village7 alive, 1 werewolfMaster: Luca

The Medium Hamed learns that the executed player was a werewolf. Giulia, alone, points at Irene: Bruno is a ghost now and stays in the dark. The Seer Elena points at Giulia, and Luca nods.

Day 2

MoveIrene is found dead at dawn.
WhoRole Master’s viewToday Status
Irene6alive→ghost
AnnaCarlaElenaFabioGiuliaHamed23K5AQnothingalive
BrunoDarioA4nothingghosts
Villagethis step's rule applies here6 alive, 1 werewolfMaster: Luca

At dawn Irene is dead. Six are left, with one werewolf among them: Hamed knows the village got it right, Elena knows exactly who the other werewolf is, and both have to decide how much to say without being eaten the following night.

Back to the start of the example

Tips

  • In your first game keep the roles few: Werewolves, Seer, Medium, Bodyguard and Villagers. The extra roles in the Variants come in once the table knows the base game.
  • For the Master: always speak toward the middle of the table, in the same tone for every call, and give every role the same amount of time, the dead ones too. Never "he" or "she" about a role.
  • For the humans: a Seer who comes out at once dies the next night, but a Seer who keeps quiet until the end helps nobody. The right moment is when the Seer has something to say and someone who will believe it.
  • For the werewolves: one of you can claim to be the Seer. Accusing nobody draws more suspicion than accusing someone.
Next: the summary

Chapter 4 of 4

Table summary

  • 8–24 players
  • 30 min
  • 52-card deck, one card each

The cards

CardRoleCount
A♠ A♣ A♥Werewolf2, 3 from 16
2-10Villagerthe rest
K♥Seer1
K♠Bodyguard1
Q♥Harlot1
Q♠Medium1
J♠Possessed1

Unused cards stay in the box.

What they do

  • Werewolf: every night the werewolves point at one victim together.
  • Villager: nothing.
  • Seer: points at someone, the Master nods if they are a werewolf.
  • Bodyguard (from night 2): protects someone, themselves only once per game, from werewolves only.
  • Harlot (every night): visits someone or stays home. Away from home, the werewolves cannot find the Harlot. Dies if the werewolves pick the host, or if the host is a werewolf.
  • Medium (from night 2): learns whether yesterday's executed player was a werewolf.
  • Possessed: a human who wins with the werewolves, without knowing them.

The night, what to say

  1. "It is night, close your eyes." Everyone taps one hand on the table.
  2. From night 2. "Medium, open your eyes." Nod if the executed player was a werewolf. "Medium, close your eyes."
  3. From night 2. "Bodyguard, open your eyes. Who do you protect?" "Bodyguard, close your eyes."
  4. "Harlot, open your eyes. Whose house do you go to tonight?" The Harlot points at someone, or at nobody. "Harlot, close your eyes."
  5. "Werewolves, open your eyes. Who do you kill?" "Werewolves, close your eyes."
  6. "Seer, open your eyes. Who do you want to see?" Nod if they are a werewolf. "Seer, close your eyes."
  7. "It is day, open your eyes."

Call only the roles in play, but always call them, dead or alive.

The day

  1. Announce who died: they are silent from now on.
  2. Discussion, about three minutes.
  3. Accusation round from the left of the last player to die, ghosts included. The two most accused are Suspects.
  4. Short defense from the two Suspects.
  5. On your count, the living non-Suspects point. The most voted is executed.

How many, and who

PlayersAdd
7A♠ A♣ Werewolves, K♥, 4 Villagers
8Villager
9Q♠ Medium
10J♠ Possessed
11K♠ Bodyguard
12Q♥ Harlot
13-15one Villager per player
16A♥ third Werewolf
17-23one Villager per player

Players without the Master.

The end

  • Humans: every werewolf dead.
  • Werewolves: as many as the living humans, at any moment. The Possessed wins with them.

Exceptions

  • Protected victim, or the Harlot away from home: "nobody died", no explanation.
  • Werewolves on the Harlot's host: both die. Host protected: nobody.
  • Two deaths: the Master does not say who died of what, and says which one counts as the last to die.
  • Seer on the Possessed: not a werewolf.
  • Ghosts: eyes closed at night, silent by day, vote only in the accusation round. Never say your card.
  • Ties: whoever is closer, clockwise, to the last player to die.

Extra roles (variants)

Each card takes the place of a Villager.

  • Owl (Q♣, from 12, every night after the Seer): points at someone, who is automatically a Suspect tomorrow alongside the most accused one.
  • Freemasons (J♥ J♦, from 13, night 1 only after the Owl): recognize each other.
  • Werehamster (★, from 15, never called): the werewolves cannot eat it. Dies at dawn if the Seer looks at it. Alive at the end, it wins alone.
  • Mythomaniac (Q♦, from 16, last at the end of night 2, once): points at someone. Werewolf or Seer: becomes that role from the next night. Anyone else: stays human.

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