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Werewolf

Each night a handful of werewolves, who know exactly who they are, quietly tear one villager apart. By day the villagers, who know nothing, argue it out and try to lynch a wolf. A narrator runs the night-and-day cycle and calls the abilities.

718 playersBest: 8-15Needs a hostComplexity 2/5

Overview

Werewolf and Mafia are the same game in different clothes. Dmitry Davidoff created Mafia in 1986 as a psychology experiment at Moscow State University. Andrew Plotkin popularized the werewolf re-theme in 1997, and it was commercialized as 'The Werewolves of Miller's Hollow' (Les Loups-garous de Thiercelieux, 2001) by Philippe des Pallieres and Herve Marly. In the moderated tabletop version, a dedicated narrator who isn't a player deals out secret role cards, then runs alternating phases. At NIGHT everyone shuts their eyes and the narrator wakes special roles in a set order, so the werewolves pick a victim, the Seer scries someone, the Witch heals or poisons, and so on. By DAY the narrator announces the dead, and the survivors discuss, nominate, and vote to lynch a suspect. The village wins by wiping out every werewolf. The werewolves win once they reach parity with the villagers. Optional roles like the Seer, Witch, Hunter, Cupid, Little Girl, Thief, and Sheriff add new layers of deduction, protection, and alternate ways to win.

Teams & how to win

Villagers (Town)

Good

The majority flying blind: plain Villagers plus power roles like the Seer, Witch, and Hunter. They don't know who anyone else is when the game begins.

WinAll werewolves have been eliminated while at least one villager survives.

Werewolves (Mafia)

Evil

The few in the know. They recognise each other, agree on one player to kill each night, and pass as ordinary villagers when the sun comes up.

WinThe werewolves reach parity, equalling or outnumbering the surviving villagers so they can't be out-voted anymore.

Lovers

Solo

A team that only exists when Cupid is in play. The two players Cupid links become Lovers, and if one dies the other dies of grief. When the Lovers come from opposing camps, they drop those allegiances and play for a win condition of their own.

WinTwo Lovers from opposing camps win together by being the last two players alive. If both Lovers share a camp, they simply win with that camp.

How a round flows

  1. Setup & Deal
    setup
  2. Night
    night
  3. Dawn / Reveal Deaths
    reveal
  4. Day Discussion
    discussion
  5. Nomination
    nomination
  6. Day Vote (Lynch)
    vote
  7. Execution
    execution

Host tools

Mark Player Dead

Remove a player from active play and display them as eliminated.

Mark Player Alive / Revive

Restore a player to active status (e.g. if the Witch uses her healing potion to save the night's victim).

Reveal Dead Player's Role

Publicly display the eliminated player's role card to the table. Standard Werewolf rules require role reveal on death.

Advance to Next Night Step / Phase

Move the game forward to the next step in the fixed night wake-order, or transition from Night to Dawn/Day when all night roles have acted.

Resolve Tie in Day Vote

Apply the table's chosen tie-break rule (no execution, run-off vote, or Sheriff decides) when two or more players are tied for the most votes.

Re-run Vote

Discard the current vote tally and prompt all living players to vote again (use after a miscount or procedural error).

Declare Game Over for a Team

End the game immediately and announce the winning team (village, werewolves, or lovers) once a win condition has been met.

Sources & credits

Feint is an independent host tool. Game names and rules belong to their designers and publishers. The links above point to official or canonical references.