RolesSetups

Boy Who Cried Wolf

Night, the action phase Β· Once per game at night Β· Skippable

VillageNight automation: readyNight action

Confirmed for automated (online) nights: the prompts below appear on the player's phone and resolve without the moderator.

Once per game at night, may protect a player from being eliminated at night.

Wins when

Wins with the village once every wolf is gone.

What you'll see at night

  • Night, the action phaseΒ·Once per game at nightΒ·skippable

    Boy Who Cried Wolf: protect a player

    Pick one other player to protect tonight. They cannot be eliminated at night. Once per game. Your shield is spent whether or not they are attacked.

Example night

A real night run by the game engine. At the table: you, a Werewolf (Bram), a Seer (Cleo) and four villagers (Dot, Ezra, Fern, Gus). Names are placeholders.

  • Boy Who Cried Wolf: protect a player β†’ Bram

Messages you receive

None on this night.

What the table hears

Nothing public comes from this role's abilities.

Variants

  • Boy Who Cried Wolf

    One night, guess the pack's target. Right saves them. Wrong burns your warning for good.

  • Trusted Shepherd

    You get three warnings. Each wrong guess spends one. After the last, no one believes you.

Host settings

SettingOptions
shepherd alarm β€Ί uses1 Β· 2 Β· 3

Night automation: ready. Prompts and messages are generated by the same night engine the game runs, so they match what players see.

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