Boy Who Cried Wolf
Night, the action phase Β· Once per game at night Β· Skippable
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
| Setting | Options |
|---|---|
| shepherd alarm βΊ uses | 1 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.