Adaptation
One Night Ultimate Werewolf
- Players
- 3–10
- Duration
- 10 min
- Difficulty
- 2/3
- Deck
- 52-card deck, one card each plus three
Chapter 1 of 4
How to set up
A social deduction game for 3 to 10 players, with no Master, in a single night and a single day. At night the roles secretly swap cards, by day everyone votes once. One dead Werewolf is enough for the village to win.
Inspired by One Night Ultimate Werewolf by Ted Alspach and Akihisa Okui. (opens in a new tab) Publisher: Bezier Games
Objective
Everyone gets a secret role, almost always on the village side or the werewolf side. At night some roles look at cards and secretly swap them, so at dawn some players are no longer who they think they are. Then everyone talks for a few minutes and votes once, all together. The village wins if at least one Werewolf dies; the werewolves win if no Werewolf dies. What counts is the card in front of you at the end, not the one you were dealt.
Setup
- Deck
- 52 cards: as many as the players plus three, chosen with the rules below
- In hand
- 1 each, face down in front of the player
- On the table
- three face-down cards in the center
There are always three more cards than players. For your first game the rules recommend playing with 3-5 players, with these cards:
| Players | Cards |
|---|---|
| 3 | A♠ A♣ Werewolves, K♥ Seer, J♣ Robber, Q♣ Troublemaker, 1 Villager |
| 4 | As with 3, with 2 Villagers |
| 5 | As with 3, with 3 Villagers |
For each extra player add one card of another role from the table below, so there are always three more cards than players. There are two Werewolves, no more. To vary the roles, instead, take out a card and replace it with another role, introducing no more than one or two roles new to the table at a time, so everyone understands them. Almost any combination works. Always use both Masons; use the Insomniac only with the Robber or the Troublemaker.
To find your way around: the aces are the Werewolves, numbers are the Villagers and every other role has a face card of its own.
| Card | Role | Side |
|---|---|---|
| A♠ A♣ | Werewolf | Werewolf |
| J♠ | Minion | Werewolf |
| 2-10 | Villager | Village |
| J♥ J♦ | Masons | Village |
| K♥ | Seer | Village |
| J♣ | Robber | Village |
| Q♣ | Troublemaker | Village |
| K♦ | Drunk | Village |
| Q♠ | Insomniac | Village |
| K♠ | Hunter | Village |
| K♣ | Tanner | None |
| Q♦ | Doppelgänger | That of the role they copy |
- The narrator One player is the narrator: they play like everyone else and call the roles at night with their eyes closed, but may open them between calls to check the order. Alternatively, the night can be called by Bezier Games' free app.
- The roles in play Pick the cards and say the roles in play out loud, with how many of each: everyone knows which roles are there, nobody knows who has them or which ended up in the center.
- The cards Shuffle the chosen cards, deal one face down to each player and put the three left over face down in the middle of the table. Unused cards go back in the box.
- Each player's card Everyone secretly looks at their own card and puts it face down in front of them, near the three in the center: everyone must be able to reach every card easily.
What each role does, in the order it wakes up:
| Role | Effect |
|---|---|
| Doppelgänger | Wakes up first. Looks at another player's card, without moving it, and becomes that role, on that side. As Seer, Robber, Troublemaker or Drunk, does the action at once and does not wake up again with that role. As Werewolf or Mason, also opens their eyes with them. As Minion, keeps their eyes open at the end of their call and sees the Werewolves: with the Minion in play the narrator always ends the Doppelgänger's call with "If you are now a Minion, keep your eyes open. Otherwise, close them. Werewolves, stick out your thumb so the Doppelgänger-Minion can see who you are", then "Werewolves, put your thumbs away. Doppelgänger, close your eyes". As Insomniac, after the Insomniac the narrator says "Doppelgänger, if you viewed the Insomniac card, wake up and look at your card". As Villager, Hunter or Tanner, does nothing else. Whoever receives the Doppelgänger card during the night is the role the Doppelgänger copied. |
| Werewolf | The Werewolves open their eyes and recognize each other. A Werewolf who sees nobody knows the other one is in the center; with the Doppelgänger in play, whoever opens their eyes with them may be the Doppelgänger. Lone wolf option, to agree on before you start: if there is only one Werewolf, they may look at one center card. |
| Minion | Opens their eyes while the Werewolves raise a thumb, so they know who the Werewolves are; the Werewolves do not know the Minion. Plays on the werewolf side. |
| Masons | Open their eyes and recognize each other. A Mason who sees nobody knows the other one is in the center; with the Doppelgänger in play, whoever opens their eyes with them may be the Doppelgänger. |
| Seer | May look at another player's card or at two center cards, without moving them. |
| Robber | May swap their card with another player's and look at the new one. Becomes that role and joins that side, but does not do its action. Whoever receives the Robber is on the village side. If they do not swap, they stay the Robber. |
| Troublemaker | May swap the cards of two other players, without looking at them. Those players become the new role without knowing it. |
| Drunk | Must swap their card with one from the center, without looking at it. Becomes the role of the card they took, without knowing which. |
| Insomniac | Whoever saw the Insomniac at the start of the night looks at their own card at the end of it, to see whether someone changed it. |
| Villager | No power, never wakes up. |
| Hunter | Does not wake up. If they die, the player they are pointing at dies too, however many votes that player got. |
| Tanner | Does not wake up and is on no side: wins only by dying. |
Variants to agree on first
- Lupus in Tabula: the classic werewolf game, for 7-23 players plus a Master who runs it. Nights and days alternate until only the werewolves or only the humans are left standing. It has its own rules page.
- Mechanics
Chapter 2 of 4
How to play
- The night The narrator says "Everyone, close your eyes", and everyone does, the narrator too.
- The calls The narrator calls the roles in play one at a time, meaning every role among the chosen cards, including those that may be in the center, in this order: Doppelgänger, Werewolves, Minion, Masons, Seer, Robber, Troublemaker, Drunk, Insomniac, and the Doppelgänger again if the Insomniac is in play. After waking a role they silently count to ten, the time for its action, then say "close your eyes"; for a role in the center the pause is the same. When they call their own role, they do their action without speaking. The lines to say are in the Summary.
- The action You wake up for the role you saw at the start of the night, even if your card has changed since. Whoever is called opens their eyes, does their action in silence and closes them again when the narrator says so.
- The cards nudged After the last call the narrator, eyes still closed, moves the cards around slightly, so nobody can claim a card was moved or looked at because it is no longer in its place.
- Wake up The narrator says "Everyone, wake up!". From now on nobody looks at any card again: your role is the card in front of you now, which may differ from the one you saw at the start.
- The discussion Talk about who the Werewolves are. You may say anything, but you never show your card.
- The vote After a few minutes the narrator says "Three, two, one, vote!" and everyone at once points at another player. Keep pointing until it is settled who dies.
- Who dies Whoever has the most votes dies and turns their card over. On a tie, all the most voted die and turn their cards over. If nobody has more than one vote, nobody dies. If the Hunter dies, the player they are pointing at dies too.
- Who wins Turn every card over and see who won, following the rules below. You win and lose with the card in front of you at the end.
Who wins:
- The village: if at least one Werewolf dies, even if other players die too. Or if no player is a Werewolf, because both are in the center, and nobody dies.
- The werewolves: only if at least one player is a Werewolf and no Werewolf dies. The Minion wins with them, even if the Minion dies.
- The Minion without Werewolves: if no player is a Werewolf, the Minion wins as long as at least one other player, not the Minion, dies.
- The Tanner: wins only by dying. If the Tanner dies and no Werewolf does, the werewolves do not win. If the Tanner and a Werewolf die, the village wins too. If no player is a Werewolf and the Tanner dies, the village loses.
Frequently asked questions
Does a Robber who steals a Werewolf open their eyes with the Werewolves?
No. At night you wake up for the role you saw at the start of the night, and the Werewolves' call has already gone by. The Robber becomes a Werewolf and plays on the werewolf side, but does not do the Werewolf's action, and the other Werewolves do not know about them. Whoever receives the Robber card becomes the Robber, is on the village side and does nothing.
Can I look at my card again during the day?
No. After the night nobody looks at any card again, not even their own, until the vote. You play with what you saw at night and with what the others say.
What if both Werewolves are in the center?
Then no player is a Werewolf, and the village wins only if nobody dies. To pull that off everyone must get exactly one vote, for example by all pointing at the neighbor on the left; agree on it together, before the count.
Can the Troublemaker swap their own card?
No, only the cards of two other players, and without looking at them. They may also swap nothing.
Chapter 3 of 4
An example hand
The start
Anna, Bruno, Carla, Dario and Elena play with the cards suggested for 5: two Werewolves, the Seer, the Robber, the Troublemaker and three Villagers. Anna is also the narrator, and before starting the table picks the lone wolf option. Below every card is face up; at the table nobody sees them all, not even the narrator.
Tips
- For your first game, play with 3-5 players and the recommended cards; anyone left out can watch, since a game takes about ten minutes. The Doppelgänger is the most complicated role: leave it out until you know the others.
- For the narrator: tapping softly on the table during the night covers the noise of players looking at and moving cards. With new players or new roles, a longer pause during each role's action gives them time to decide and do it.
- How long the discussion lasts is up to the table, and larger groups need more time. After a few games with larger groups, the rules suggest a timer: when it goes off, everyone votes, and there is less idle talk.
- From 7 players up the center is hard to reach: stand during the night, or use a smaller table. At a long table, sit along the long sides, not at the ends.
- For the Werewolves: claim to be another role, so you do not die. Claiming to be a Villager is common.
Chapter 4 of 4
Table summary
- 3–10 players
- 10 min
- 52-card deck, one card each plus three
The cards
Cards = players + 3: one each, three face down in the center.
| Players | Cards |
|---|---|
| 3 | A♠ A♣ Werewolves, K♥ Seer, J♣ Robber, Q♣ Troublemaker, 1 Villager |
| 4 | As with 3, with 2 Villagers |
| 5 | As with 3, with 3 Villagers |
Each extra player: one more card of another role. There are two Werewolves, no more. To vary: one card in place of another, one or two roles new to the table at a time.
| Card | Role | At night |
|---|---|---|
| Q♦ | Doppelgänger | Looks at another player's card and becomes that role. Whoever receives that card is the role the Doppelgänger copied. |
| A♠ A♣ | Werewolf | Open their eyes and recognize each other. Option: a lone Werewolf may look at one center card. |
| J♠ | Minion | Sees the Werewolves, who raise a thumb; they do not know the Minion. Plays on the werewolf side. |
| J♥ J♦ | Masons | Recognize each other. Always both. |
| K♥ | Seer | Looks at another player's card, or at two center cards. |
| J♣ | Robber | May swap their card with another player's and look at the new one: becomes it, with no action. |
| Q♣ | Troublemaker | May swap the cards of two other players, without looking. |
| K♦ | Drunk | Must swap their card with a center card, without looking: becomes that role, without knowing which. |
| Q♠ | Insomniac | Whoever saw it at the start looks at their own card at the end of the night. Only with the Robber or the Troublemaker. |
| K♠ | Hunter | Does not wake up. If they die, whoever they are pointing at dies too. |
| K♣ | Tanner | Does not wake up. On no side: wins only by dying. |
| 2-10 | Villager | Does not wake up. |
The night, what to say
- "Everyone, close your eyes."
- With the Doppelgänger. "Doppelgänger, wake up and look at another player's card. You are now that role. If your new role has a night action, do it now." The Doppelgänger acts at once only as Seer, Robber, Troublemaker or Drunk. As Werewolf or Mason they wake again with them; as Insomniac, again after the Insomniac; as Villager, Hunter or Tanner they do nothing. Without the Minion: "Doppelgänger, close your eyes." With the Minion: "If you are now a Minion, keep your eyes open. Otherwise, close them. Werewolves, stick out your thumb so the Doppelgänger-Minion can see who you are." "Werewolves, put your thumbs away. Doppelgänger, close your eyes."
- "Werewolves, wake up and look for other Werewolves." With the lone wolf option: "If you are alone, you may look at one center card." "Werewolves, close your eyes."
- "Minion, wake up. Werewolves, stick out your thumb so the Minion can see who you are." "Werewolves, put your thumbs away. Minion, close your eyes."
- "Masons, wake up and look for other Masons." "Masons, close your eyes."
- "Seer, wake up. You may look at another player's card or two of the center cards." "Seer, close your eyes."
- "Robber, wake up. You may exchange your card with another player's card, and then view your new card." "Robber, close your eyes."
- "Troublemaker, wake up. You may exchange cards between two other players." "Troublemaker, close your eyes."
- "Drunk, wake up and exchange your card with a card from the center." "Drunk, close your eyes."
- "Insomniac, wake up and look at your card." "Insomniac, close your eyes."
- With the Doppelgänger and the Insomniac. "Doppelgänger, if you viewed the Insomniac card, wake up and look at your card." "Doppelgänger, close your eyes."
- Eyes closed, move the cards around slightly.
- "Everyone, wake up!"
Call every role among the chosen cards, including those that may be in the center, and only those. After waking a role, silently count to ten, the time for its action, then "close your eyes"; for a role in the center the pause is the same. You wake up for the role you saw at the start of the night.
The day
- From now on nobody looks at cards: your role is the card in front of you.
- A few minutes of discussion. Cards are never shown.
- "Three, two, one, vote!": everyone at once points at another player, and keeps pointing until it is settled who dies.
- The most voted dies, on a tie all the most voted. If nobody has more than one vote, nobody dies.
- Dead Hunter: whoever they are pointing at dies too.
Who wins
- The village: at least one Werewolf dies. If no player is a Werewolf: nobody dies.
- The werewolves: at least one player is a Werewolf and no Werewolf dies. The Minion wins with them, even if the Minion dies.
- The Minion, if no player is a Werewolf: at least one other player, not the Minion, dies.
- The Tanner: wins only by dying. Tanner dies and no Werewolf does: the werewolves do not win. Dies with a Werewolf: the village wins too. No Werewolf among the players and the Tanner dies: the village loses.
- What counts is the card in front of you at the end, dead or alive.
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