Confirmed for automated (online) nights: the prompts below appear on the player's phone and resolve without the moderator.
Each night, along with the other wolves, choose a player to eliminate. On the first night, you learn the other werewolves. Investigators see you as a villager.
Wins when
Wins with the wolves once they outnumber the village.
What you'll see at night
- Night, the action phaseΒ·Each nightΒ·skippable
Wolf Man: the pack's kill
Vote with the other wolves on who to eliminate tonight. The pack's majority decides.
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.
- Wolf Man: the pack's kill β Cleo
Messages you receive
- setupYour teammates: Bram.
What the table hears
- morningCleo was killed by the wolves.
Variants
Wolf Man
Each night, along with the other wolves, choose a player to eliminate. The Seer views you as a villager.
Wolf in Sheep's Clothing
A wolf disguised as a villager. When you die you flip a Villager card, but the Seer sees through your disguise and reads you as a wolf.
Host settings
| Setting | Options |
|---|---|
| wolfman pack kill βΊ active when | always Β· after wolf died Β· first night only |
| wolfman awareness βΊ info revealed | identity only Β· identity and role Β· none |
| wolfman disguise βΊ appears as | villager Β· doctor Β· bodyguard |
| Who sees the Wolf Man as a villager | investigators only Β· all Β· all except self Β· death reveal only |
Night automation: ready. Prompts and messages are generated by the same night engine the game runs, so they match what players see.