The party game with dozens of roles
and components for 5-68 players
by Ted Alspach
Ultimate Werewolf is an interactive game of 1 Seer card, Werewolf cards (1 for 6-8 players,
deduction for two teams: Villagers and Were 2 for 9-11 or 3 for 12-15), and 1 Villager card
wolves. The Villagers don’t know who the Were for each of the remaining players.
wolves are, and the Werewolves are trying to Determine who will be the Moderator for the
remain undiscovered while they slowly kill off game and give them the Moderator score pad
the Villagers one at a time. A Moderator (who and a pencil. The players should be seated in a
can be any player) “runs” the game, facilitating circle (around a large table or group of tables if
each stage of Ultimate Werewolf. possible).
The game is over when either all the Villagers or The Moderator shuffles the cards and deals one
all the Werewolves are dead. face down to each player. Each player should
look at his card, being careful not to reveal it to
Components anyone else.
80 Role cards, a rulebook, and a score pad. At this time there should be no talking from
anyone except the Moderator, until the
following game day.
BASIC GAME The First Night
Werewolf takes place over a series of game days On the first game night,
and nights. During the days, the players work the Moderator will call
together to determine who among them is a out the roles of Were
Werewolf, and vote to lynch them. Ultimate wolves, and then the
Werewolf requires some players to mislead other Seer separately, so he
players in order to win. Each night, the Werewolves knows which players
choose a victim, and the lone Seer checks one are in those roles,
player and learns if that player is a werewolf or not. and so the Were
wolves can see who
the other Werewolves
Basic Game Setup are. The Villagers are never
For a basic game (great for first-time Ultimate woken up at night. The
Werewolf players), you’ll need the following cards: night process works by the
Mode rator saying the
following:
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“Everyone in the village falls asleep. All play “To nominate someone for lynching, point at
ers should close their eyes.” them and say ‘I nominate Bob.’ If another
The Moderator checks to be sure that all players player seconds the nomination, the
have their eyes closed. nominated player will be able to defend
himself, and then we’ll vote. Thumbs up to
“Werewolves, open your eyes and look live, thumbs down to die, when I say ‘3’ on a
around.” count of 1, 2, 3. If you lynch a player, his role
The Werewolves open their eyes and see who will be revealed and the village will fall asleep
else is a Werewolf (quietly, so no one can hear immediately. If not, you may continue
them). The Moderator jots down the names of discussions until the next nomination.”
the players who are Werewolves on his If more than half of the players vote down on a
Moderator score pad. player, that player is lynched, and their role card
“Werewolves, close your eyes.” (Pause) “Seer, is revealed. That player may not speak at all once
open your eyes and indicate a player.” his card is revealed, and should leave his place
in the circle (but should stick around to silently
The Werewolves close their eyes, then the Seer watch the rest of the game).
opens his eyes and silently points to a player. The
Moderator shows “Thumbs up” if the target is a The Moderator should set a predetermined time
Villager, or a “Thumbs down” if the target is a limit on the length of the first day (such as 10
“bad” Werewolf. The Moderator jots down who minutes), and if no one has been lynched, the
the Seer is on his Moderator score pad. village falls asleep immediately. Be sure to
inform the village when it is getting close to
“Seer, close your eyes.” (Pause) “Everyone nightfall so they can squeeze in a nomination or
wakes up to find that Werewolves have over two.
run your once-peaceful village. It is up to you
to seek out and lynch those Werewolves.”
All players open their eyes. Subsequent Nights
Every night after the first, the Moderator should
call the Werewolves and have them indicate the
The First Day player they’d like to kill. The Werewolves must
The first day should be used for introducing all agree on a victim.
each of the players by going around the table The Moderator should also call the Seer each
and having each player say something about night and have him point to a player, giving him
themselves. This can be as simple as “My name the “Thumbs up” for Villager or “Thumbs down”
is Bob, and I’m a Villager,” to something more for Werewolf signs.
elaborate such as “I’m Bob, the village donut
maker, and as everyone knows, Werewolves
don’t like donuts.” Players do not want to claim Subsequent Days
to be a Werewolf or a special character, and Each morning, the Moderator should announce
players with those roles should lie about their the player who was killed by the Werewolves and
true identity at this time, claiming to be a simple show his card to all the players. That player may
Villager, and nothing more. not speak at all once his card is revealed, and
After the players introduce each other, the should leave his place in the circle (but should
Moderator should describe how to nominate stay around to watch the rest of the game
someone for lynching and then the voting silently).
process.
Ending the Game
If the Villagers manage to lynch all the Were
wolves, the game is over and the Villagers have
won. If the Werewolves ever achieve parity
(equal number of Villagers/Seer to
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Werewolves) with the Villagers, the Treat each game as a game in itself. If your
Werewolves win; the Moderator should group has played Ultimate Werewolf before,
announce this only at the time it happens. consider some of the variants described in the
Rules Variations section.
Post Game Discussion
A great deal of the fun of Ultimate Werewolf is
the discussion that takes place immediately
following the end of the game. This should be
encouraged among both surviving and dead
RULES VARIATIONS
The following rules variations can be mixed and
players. This is a great time to set up a follow matched as you see fit; this allows your Ultimate
up game. Werewolf game to be fully customized.
Role Revealing
ADVANCED GAME While the basic Ultimate Werewolf game has
you reveal the specific role of each player after
Once you have a few basic games of Ultimate they are killed (by showing the card to all
Werewolf under your belt, there are all sorts players), you might choose to handle this aspect
of variations that can be played. Typically this differently. The following variants employ more
involves adding new roles to the game to limited role reveals.
make things more interesting, but it also can
mean tweaking various rules. Some groups
like very specific game types involving only
certain roles, while other groups like different
rules sets each time they play. There’s no right
or wrong way to play!
Advanced Game Setup
Discuss with all of the players which roles
they would like in the game, and which set of
rules. The Moderator should have the final say
while still trying his best to accommodate all
players.
Use the chart in the Scenarios section to deter
mine the proper mix of Werewolves, Villagers
and special roles, or create a new custom mix.
Splitting into multiple Games
Once you get to about 25-30 players in your
group, consider splitting the group into multiple
games; the games will go faster and players will
have more chances to take on special roles.
If you decide to split your group into multiple
games, you’ll need at least one Moderator for
each game, and the games should be far enough
apart that they aren’t disturbing each other.
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Reveal Werewolf/Villager Only of Werewolves uncertain as well. Uncertainty
helps the Werewolf team more than the Villager
This variant results in the Moderator revealing team.
only if the player was a Werewolf or not. Specific
roles are never revealed. Sometimes it’s obvious In order to set up a game with variable
what those roles are. As the Moderator, you’ll numbers of Werewolves or variable roles, mix
need to call roles of dead players each night as the roles/Werewolves you want to be variable
necessary … for instance, if the Seer is killed on with a number of Villagers (the more Villagers,
the 2nd night, you’ll need to call her every night the better for the Werewolf team), and
after the 2nd night, and pretend to have her randomly discard a number of cards equal to
indicate a player to you. Sometimes the players how many Villagers you added. As the
will figure out who is dead; sometimes they Moderator, you may then look at the cards
won’t. Only if it’s plainly obvious to the players before you mix them with the rest of the roles
should the Moderator skip a killed role that is so you have some idea of what you’re in for.
called every night. Remember to never mix the Seer or all the
Werewolves in with the other roles … you
always want at least one Seer and one Werewolf
Team Reveals in a game!
The team of the deceased is revealed (Werewolf,
Villager, Vampire, Cult, etc.).
Nominating and Voting
Changing how votes are cast and how players
No Reveal are nominated can make the game more
Following a death, nothing is revealed about the interesting, and also serve to speed it up or slow
player except that they’re dead. This provides it down. The following variants change the
the least information to the Villager team, and standard nomination/vote process:
makes the game easier for theWerewolf team.
Many experienced play ers love playing this
variation, as it opens up many more possibilities Two Player Nominations
for deception and trickery on the part of the
Werewolf team (for instance, a Werewolf can (Big Brother style)
claim to be the Seer, and the real Seer can’t The first two players nominated and seconded
disprove it … instead you can have two or more are voted on. The Moderator designates the first
players claiming to be the Seer at one time, with player as thumbs up, and the second as thumbs
the players uncertain who really is the Seer, even down. The players vote, and the player with the
after those players’ deaths). most votes is lynched. In the case of a tie, both
With no reveal, you can have many more special players are lynched. This variant ensures at least
roles in Ultimate Werewolf, as the players will one lynching per day, and can make the game
not be able to easily claim roles because no one move along quickly.
will know for sure when they are dead.
Variable Roles/Werewolves
Some of the roles, such as the Lone Wolf and
Idiot, benefit greatly if they “might” be in the
game. In order to pull this off, the players
should be experienced and familiar with all of
the potentialroles. This also allows for there to
be more roles in the game than otherwise. In
addition, it can be fun to make actual number
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The Process of Elimination Dice Rolling for Daily Changes
One player declares that another player is safe, Use the following chart if you’d like a dynamic,
and is definitely not a Werewolf. At that point, everchanging Ultimate Werewolf game. At night,
all the players (including the one who made the roll two six-sided dice and use the variant shown
declaration that another player was safe) raise below for the next day. The variant should be
their hands, except for the safe player. Then the announced immediately to the players.
safe player declares another safe player, who
puts his hand down, and so on until only one
player has his hand up. That player is lynched.
Discussion throughout the process is encouraged,
Roll Daily Variant
e next night, the target of the
Th
though the 2nd-to-last safe player is the one who is
making the decision each time.
2 Werewolves becomes a new Werewolf
The first player nominated and
Secret Ballot (Survivor Style) 3 seconded is instantly lynched, with no
vote
Each of the players writes down the name of Two lynchings instead of one Indicate
another player. The Moderator reads the ballots 4 the player last chosen by the Seer
out loud, and the player who receives the most
votes is lynched. 6–8 No Variant
If two or more players are tied for the most 9 Same as the previous day
votes, there is a revote, but players may only
write down the names of the players who were 10 Process of Elimination is used
tied. If another tie occurs, all tied players are o discussion except for nominating
N
lynched. 11 and seconding nominations
The next night, the target of the Were
1, 2, 3, Point! (German Style) 12 wolves loses his special ability instead of
dying
The moderator tells everyone there will be a
vote, then says “1, 2, 3, vote!” All players must
point at another player. The player with the
Role Changes
most fingers pointing at them is lynched. In case It can be fun to have certain roles change hands
of a tie, there’s a revote, where players may only during the game. The actual roles to be
point at the tied players. exchanged needs to be clear prior to the game
starting, and carefully chosen so as not to break
This method can take a lot of time for the the game, and done secretly during the night.
moderator to count votes, but that time can be
used by the players to see who is pointing at As a rule, the players should not know the pre
whom, giving them additional fodder for the vious owners of the roles they are given. Role
next day’s conversation. swapping needs to be done in a very limited
fashion, or it is very easy to have multiple
Daily Changes players declare their previous roles and be safe
from lynchings. Moving a player to Werewolf
To keep the game fresh, you can invoke various status is much easier than the other way around;
changes each day. When the game slows down, a player who was a Werewolf knows the
or just to keep things interesting, pick one of identities of the Werewolves and would have to
the following daily variants for the next day. be placed on the Werewolf team (Sorcerer,
Minion, etc.).
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The Amulet of Protection destroyed and won’t be used again that game.
Anyone may claim to have the Amulet and any
The Amulet of Protection protects one of the role may actually possess the Amulet.
players when they are targeted to die
by lynching, to be eaten by Killing the Amulet Holder
Werewolves or some other
method of dying. If the player with the Amulet is lynched or
otherwise targeted for death during the day, the
player is told that they have the Amulet, and are
Setting up with the safe (if the player was lynched, this counts as a
Amulet successful lynch, and the players still go to
In games where the Amu sleep). At night, the amulet owner must indicate
let is being used, add it to the player who is to be the new owner of the
the deck as an extra card, so amulet, or the Amulet is destroyed.
the total of cards is one more If the player with the Amulet is targeted to be
than the number of players. killed at night, they survive.
The card not dealt to the players
initially will be the role given to the
Amulet holder. Multiple Games
If the Werewolves have the Amulet, this can be a When playing multiple simultaneous games,
significant advantage for them, so at your dis there are opportunities that add interesting
cretion you might want to mix all the non- options to the games, most of them involving
Werewolf cards with the Amulet and pull one of players moving from one game to another.
those cards out; that guarantees that the first This can result in Werewolves changing villages,
Amulet holder will not be a Werewolf. However, having two Seers in one village (they get the
if you choose to do this, do not inform the same single vision each night), and all sorts of
players, or they’ll know that the first Amulet other interesting predicaments. As the Mode
holder is definitely not a Werewolf. rator, you’ll need to check the card of the player
who is entering your game so that you’re aware
of these situations.
Giving the Amulet to a Player
The first night, the Amulet holder is called first,
and the Moderator either gives them their Banning Players
actual role card or shows them that role card Each village votes on a player to ban each day
(depending on the physical positions of the prior to lynching one player. The banned player
players). goes to another village immediately (or the next
On nights following the first night, let players “day” if it is nighttime). Any role may move from
know that if they feel a tap on the shoulder after one village to another, and that role should not
the Amulet holder is called, that they are the new be revealed to the players.
possessor of the Amulet.
Alternating Votes/Nights
Passing the Amulet A single Moderator can moderate multiple games at
The last player to be called each night is the one time, provided that the nights don’t take place at
Amulet holder. They are given the opportunity the same time. The best way to do this is to tell the
to pass the Amulet to another player by poin village that they can’t vote until you’re “back” to their
ting at that player. village. After each unsuccessful vote, go to the next
village, which may then vote. If they aren’t ready to
If the current Amulet holder indicates a player vote, go to the next one, etc. If they vote to lynch,
who already had the Amulet, or declines to pass walk them through that night, and then move to the
it after they’ve been targeted, the Amulet is
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next village after that. If you’ll be using this variant, As the moderator, your role is critical, but you
be sure to write down the roles, as it gets very con are the least important “player” in the game.
fusing very fast otherwise. It’s your job to make each of the other players
feel that they are critical to the outcome of the
Fun Moderator Variants game. You should be invisible during the day,
only helping to facilitate voting and to resolve
As the Moderator, you have an enormous issues.
amount of control over how the game plays out.
The most important thing to keep in mind while
playing is that you want everyone to have fun. If Atmosphere
one of the variants below is something that Each Moderator has his or her own style of
would be a lot of fun for your group on a rare moderating; some add significantly to the am
occasion, go for it. bience of the game, some keep their
involvement to as little as possible and let the
No Werewolves or Seer players create the story. There’s no right or
wrong way to moderate, and the players will
As the title states, this is a game without Were undoubtedly push you in one direction or
wolves or the Seer. But the players don’t know another as the game progresses.
that. Instead, you as the Moderator call the
Werewolves and Seer each night, and choose a Having a richly-themed game occasionally can
victim to die that evening. be exceptionally fun, such as the following
scenario:
The result is a game that will be talked about for
a long time in the future … however, prepare for
pretty much everyone in the game to be really Rick Thornquist’s English Pub™
irritated with you. On the positive side, it adds In this scenario which takes place at the
another layer to future games when you’re infamous Slaughtered Lamb pub, all players
moderating and no Werewolves have been are required to speak with a proper English
found after a few days. accent. Roles include the local Drunk and the
pub Ghost (who has been “hanging” around
All Werewolves the pub for years). In order to get everyone in
the spirit of the game, hand out a sheet with
This makes for a really short game (and can some English sayings on it that they can use
only be done with as many players as there are during the game, such as “I’ll put the kettle
Werewolf cards), but it’s a lot of fun to do once. on,” “Bob’s your uncle” “Poppycock!“ and “I’m
Give every player a Werewolf card, send them knackered, old chap!”
all to sleep, and wake the Werewolves. There’s
nothing like the awkward silence of seeing Just a little bit of effort such as this sets the
every other player opening his or her eyes at mood and can make for a memorable Ultimate
once. Of course, the game is over instantly, and Werewolf game!
the Werewolves win!
Room Setup
Try to keep the room where Ultimate Werewolf
MODERATOR GUIDE is played as quiet as possible, and limit the
number of Ultimate Werewolf games to one per
As the Moderator, you’ll be responsible for
setting up the room, choosing the right set of room (unless the room is large enough to
roles for your group, explaining the game and support two games where one game won’t
answering questions, and leading them disturb the other).
through the game. Ideally you should try to
participate as a player in a game of Ultimate
Werewolf before you moderate, but it isn’t
required.
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Arrange the chairs in a circle, giving each On the first night, write the name of the player
player a few inches of space on either side of with that role to the right of the role. If you
him or her. Some Moderators prefer to play aren’t using name card tents or badges and don’t
with a table (or tables) in the center of the know the players’ names by heart, use
chairs, as it allows for an easy place to put name descriptors like “Hawaiian shirt” to help you
card tents and a place for players to put their remember the person in each role.
cards. Some Mode rators like the intimacy Use the other columns to track victims (this is
created by empty space between the players, especially useful in games with lots of roles
which also allows them to walk into the middle called out each night so you don’t forget who
of the circle. If possible, allow for enough space was targeted), cult members, and other special
between the chairs and the walls so that the events as necessary.
Moderator can walk behind the players, and so
that the players who are killed can leave the
circle but still watch the game. Shoulder Tapping
If you’re playing with people who don’t know Some special roles require tapping the shoulder
each other, provide a name card tent (a small of a player to alert them to a new role, a new
folded piece of paper) and marker to each of the power, or something else. As a rule, tell the
players. Name badges/stickers for the players player that if they are tapped on the shoulder
work great as well. they should open their eyes. Tap the players on
the shoulder during the appropriate “call” for
things like passing the Amulet of Protection,
The Moderator Scorepad letting the Apprentice Seer know that the Seer is
The Moderator score pad helps you to keep dead and that she is the new Seer, telling
track of roles and other special circumstances someone that they are the new Cult Leader, etc.
depending on the roles and variants that you’re
playing with.
Tilting the Game
Different roles have differing amounts of impact
Ultimate Edition
SEER Bobby Cult Members WW Targets
Bill
on each team, indicated on the lower left corner
WEREWOLF Bobby Roger
Werewolf Christine
of each card. The higher the positive number,
Christine Tom
Cult Leader Frank
the more in favor the game will be for the
Aura Seer Nikki
Villagers. The greater the negative value, the
Mason #1 Stephen
more in favor the game will be for the
Mason #2 David Werewolves. The numbers are guidelines, but
Cupid Roger keeping the sum close to zero will result in the
Spellcaster Sterling most balanced game possible.
Lover #1 Bill If your group contains a lot of people who don’t
Lover #2 Bobby know each other, the Werewolf team will have
Lycan Jim an advantage. Add about +5 points worth of
special roles in order to balance the game.
When you are setting up the game, list the If your group contains mostly experienced
special roles on the left column (a Seer and the players who have played Ultimate Werewolf
first Werewolf are preprinted). Circle the moon together, the Werewolves need a boost. Add in
to the left of each of the roles that has to be +5 to an experienced group when balancing the
called each night. game.
Enter the roles in the order that they should be
called (e.g. Werewolves before Witch), as shown
in the list on page 22.
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Explaining to New Players If you’d like, put a timer in place with a 5-10
minute time limit for each day’s discussion. If
Once everyone has been seated, the person who the timer is viewable by all the players (an iPad
is moderating should start explaining the game or laptop screen is very effective), they’ll keep
of Ultimate Werewolf. Cover the following topics: things moving at a brisk pace, and the players
1) A village with Werewolves in it will encourage each other to move things
along.
2) Winning conditions for each team
While it’s good to keep the game moving, part of
3) The basic day/night flow the fun of Ultimate Werewolf is the discussion
4) The rules about nighttime process. If the group is actively involved in a
5) The rules about lynching heated debate, you probably want to let the dis
cussion continue for a little while, even if the
6) The roles in this particular game day is longer than usual.
7) Dead players must be quiet/leave
After this explanation, it’s time to take questions Night Moderator Behaviour
from the players (you don’t want them asking Each night as you call out the roles, be sure to
questions about gameplay during the game, as it walk around the players, changing directions
might look to the other players as if they have a often, being sure not to speak directly to anyone.
special role). Take different amounts of time between your
requests, so the players can’t deduce anything
Keeping the Game Moving from how long it took to do any action.
If this is the first game of Ultimate Werewolf for
many of the players, it will take a little longer
than subsequent games. At the same time, part
of your role as Moderator is to keep the game
moving, and if conversation starts to falter, to
encourage nominations. However, be careful
not to add any editorial opinions or information
that can be interpreted by the players to provide
the identities of any roles.
Keeping the number of nighttime wakeup roles
limited will help keep the game moving fast
(and be easier to manage for the moderator).
Some groups will procrastinate in their nomi
nations or just not talk that much on the first
day when there is very little information to go
off of. As the Moderator, encourage the village
to nominate a player for lynching because “it’s
getting late.” After a few warnings, put the
village to sleep without a lynching. A good
Moderator can get the game moving at a brisk
pace by providing a single warning each day,
and then just putting the village to sleep a few
minutes later if they still haven’t voted on
enough players or have a lynching take place.
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Nighttime Pronoun Usage larger workshops, and as a refreshing break from
back-to back seminars, education programs, or
When calling out roles at nighttime, try to corporate training. Ultimate Werewolf games
refrain from gender-based pronouns like he may be adapted for virtually any setting, young or
and she, and his and hers. It’s a natural part of old players, large or small groups, and across
speaking to do this, but this can give cultures.
information to the group that would be unfair
if you happen to be accurate. This tends to be
more of a problem later in the game, often Post-Game Analysis
when a single Werewolf remains, so be extra An important part of team building exercises is
aware of avoiding pronoun usage then. the participants’ reflection and discussion
about the activity, how they approached the
Moderator Mistakes situation, and possible points [Link]
post-game discussion is the area that the
You may make a mistake when moderating. Moderator/facilitator should focus on.
Because of the hidden nature of roles, it might
be difficult for the players to tell you (for Immediately following a game of Ultimate
instance, if you accidentally kill a different Werewolf, have a focused group conversation
target than the Werewolves indicate). In most about the game, how things played out, and
cases, if you can correct the mistake by stating why different players chose different actions
that you made a mistake and undoing throughout the game.
something, without having a negative impact First, separate the players into their respective
on the game, that’s the best thing to do. If it’s too teams, then have each of the partici pants
late, and the mistake has had an impact on briefly talk about their experience in the role
gameplay in favor of one team or another, try to that they had. Don’t let the special roles
balance the mistake if possible. overshadow the plain Villagers: being a Villager
If you forget to call a role or do something else and keeping under the radar or being falsely
at night, put the players back to sleep accused can be just as intriguing as one of the
immediately and correct the mistake. more visible roles.
TEAM BUILDING
Ultimate Werewolf is a great team
building exercise when played properly.
It’s a great way to get to know people on a
team that doesn’t normally have a great
amount of interaction, and a fun way for a
team to build relationships on a personal
level. Ultimate Werewolf provides several
stimulating problem-solving tasks that
help group members develop their
capacity to work effectively together,
including decision-making, logic, and
especially the ability to convey their
opinions and build trust within their
group.
Ultimate Werewolf can be played in mee
tings, following presentations, as part of
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Second, ask the teams what they would have
done differently in hindsight. What mistakes
did they make? Were there lapses in logic? SCENARIOS
Third, direct the players to discuss who Use the Scenarios chart below to quickly
among them was the best leader during the determine which mix of roles to use for your
game. Who did they trust the most, and was game. If you or the group is new to Ultimate
there a real or just perceived reason to trust Werewolf, it can be a good idea to use fewer
them? Who seemed suspicious? Who played than the suggested number of special roles. If
the game “under the radar” and survived to you think you’ll have enough time for more
the end as a result? than one game, you might try one basic game
(as described in the Basic Game section) with
just Villagers, Werewolves and the Seer, and
Prizes vs. Just Winning then add in additional roles in subsequent
Everyone likes to win, but sweetening the pot games.
with a token prize (gift cards, tshirts, etc.) tends While the following games have player counts
to enhance the intensity and level of next to them, you can easily play the scenario
participation for most players. This should be with a different number of players by adding or
added at the discretion of the Moderator. removing roles. Use the values in the Role chart
to keep the balance correct (the roles you
Things to Watch Out For remove should equal a sum of zero if possible).
All player counts do not include the Moderator.
Ultimate Werewolf involves being deceitful
and lying directly to other people. While this is
done in the context of a game, it needs to be Village of Visions (5)
made very clear to all players that playing this
game successfully requires those tactics. What This tiny village has a single Werewolf who is also
happens in Ultimate Werewolf should stay in a Sorcerer. In this game, the Seer should not get a
Ultimate Werewolf; depending on the maturity vision on the first night, but the Werewolf/
level of the group, this may need to be Sorcerer should.
emphasized. 3 Villagers, 1 Seer, 1 Werewolf/Sorcerer
Because players who are eliminated early are
still watching the game, there’s often an urge
to comment or make obvious motions/noises Village of Doom (9)
when something happens that the deceased The villagers only have a few days to seek out and
finds particular frustrating or bad for his kill both Werewolves, but the Old Hag must expel
team. Before the game, and after the first few a player from the village discussions each day.
players are eliminated, remind them to be
quiet and not communicate anything to the 5 Villagers, 1 Seer, 1 Old Hag, 2 Werewolves
players in the game, because that really does
wreck the game for everyone.
Encourage eliminated players to stick around
Village of Uncertainty (10)
to watch the game play out. It’s fascinating for A single Werewolf is joined by a Sorceror and an
those players to see who are in each of the roles, unwilling Lycan (to help confuse the Seer) to
and then to watch them play with that battle the Villager team.
knowledge. 5 Villagers, 1 Seer, 1 Lycan, 1 Hunter,
1 Werewolf, 1 Sorcerer
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Village of Atonement (11) Village of Peace (22)
This small village has two Werewolves, but one of The Apprentice Seer is the acting Seer with no
them is the selfish Lone Wolf. first night vision.
6 Villagers, 1 Seer, 1 Witch, 1 Werewolf, 7 Villagers, 1 Apprentice Seer, 1 Magician,
1 Lone Wolf, 1 Sorcerer 1 Spellcaster, 1 Pacifist, 1 P. I., 1 Ghost,
1 Old Man, 1 Diseased, 1 Prince,
4 Werewolves, 1 Cursed, 1 Drunk
Tiny Village/Big Secrets (15)
Secrets abound in this village, with Masons, a
Cursed, Cupid’s soulmates, the Spellcaster Village of Voices (20)
keeping things quiet, and the Cult Leader At the 20 player mark, adding the Ghost and the
working in the background each night. Troublemaker adds an additional layer to the
4 Villagers, 1 Seer, 1 Aura Seer, 2 Masons, game and can speed it up as well.
1 Cupid, 1 Spellcaster, 1 Lycan, 2 Were- 6 Villagers, 1 Seer, 1 Witch, 1 Hunter,
wolves, 1 Cursed, 1 Cult Leader 1 Mayor, 2 Masons, 1 Ghost, 1 Trouble-
maker, 2 Werewolves, 1 Wolf Cub,
1 Sorcerer, 1 Lone Wolf, 1 Drunk
Classic Werewolf Village (16)
This is exactly the game you want after com
pleting your first basic game; it uses a few new Village With No Seer (22)
roles that work exceptionally well together. This The Seer has vanished, so the village has to take
can be run at the same time as the “Little on the Werewolves without her help. Fortunately,
Village of Big Secrets” scenario. there are a lot of characters with special roles
8 Villagers, 1 Seer, 1 Witch, 1 Hunter, willing to help out.
1 Mayor, 3 Werewolves, 1 Sorcerer 4 Villagers, 1 Aura Seer, 1 Witch, 1 Hunter,
1 P.I., 1 Bodyguard, 1 Cupid, 1 Ghost,
1 Spellcaster, 1 Mayor, 1 Martyr, 1 Old Hag,
Party village (21) 1 Pacifist, 1 Idiot, 4 Werewolves, 1 Cursed
All sorts of crazy goings on are happening here,
with several teams vying for the win.
Village of the Vampires (27)
6 Villagers, 1 Seer, 1 Troublemaker,
1 Mayor, 1 Aura Seer, 1 Bodyguard, 1 Old Vampires have taken over the Village and a Were
Hag, 4 Werewolves, 1 Minion, 1 Sorcerer, wolf is making a kill every night. The Minion is
1 Cult Leader, 1 Tanner, 1 Hoodlum on the Vampire team, and the Sorcerer is on the
Werewolf team. The Hunter is a Vampire Hunter;
if he is killed by Vampires, he automatically kills
Village of Pain (22) the Vampire sitting closest to him.
The Village has very little going for it, with 5 7 Villagers, 1 Seer, 1 Magician, 1 Body-
Werewolves and a Lycan. guard, 1 (Vampire) Hunter, 2 Masons,
1 Ghost,1 Tough Guy, 1 Mayor, 1 Prince,
7 Villagers, 1 Seer, 1 Witch, 1 Hunter, 1 Idiot, 1 P. I., 4 Vampires, 1 Minion,
1 Cupid, 2 Masons, 1 Priest, 1 Martyr, 1 Drunk, 1 Werewolf, 1 Sorcerer
1 Tough Guy, 1 Lycan, 4 Werewolves, 1 Wolf
Cub
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Village, Incorporated (33) The Ultimate Village (68)
This is a typical village setup that’s a great starter This is the biggest game you can play with
village for a large group using the base rules. Ultimate Werewolf. It’s crazy huge, and has two
10 Villagers, 1 Seer, 1 Mayor, 1 Prince, full teams of Werewolves and Vampires, as well as
1 Ghost, 1 Apprentice Seer, 1 Magician, two Seers (boy and girl, call them separately), the
1 Diseased, 1 Martyr, 1 Tough Guy, 1 Hunter, Magician and Witch.
1 Cupid, 1 Old Hag, 1 Old Man, 1 Cult 20 Villagers, 2 Seers, 1 Hunter, 1 Tough Guy,
Leader, 1 Tanner, 6 Werewolves, 1 Cursed, 3 Masons, 1 Aura Seer, 1 Martyr, 1 Prince,
1 Sorcerer 1 Lycan, 1 Apprentice Seer, 1 Witch,
1 Ghost, 1 Spellcaster, 1 Cupid,
1 Bodyguard, 1 Idiot, 1 P.I., 1 Diseased,
Big Village/Tiny Secrets (35) 1 Mayor, 1 Magician, 1 Priest, 1 Cupid,
For this scenario, you should not reveal roles 1 Old Hag, 1 Old Man, 1 Pacifist,
when characters die. The small Vampire team has 1 Troublemaker, 6 Werewolves, 1 Sorcerer,
their work cut out for them. 1 Minion, 1 Cursed, 1 Wolf Cub, 5 Vampires,
1 Tanner, 1 Cult Leader, 1 Cursed (Vamp or
10 Villagers, 1 Seer, 1 Lycan, 1 Witch, Werewolf), 1 Drunk, 1 Hoodlum
3 Masons, 1 Aura Seer, 1 P. I., 1 Spellcaster,
1 Priest, 1 Bodyguard, 1 Idiot, 1 Pacifist,
1 Troublemaker, 6 Werewolves, 1 Minion,
1 Lone Wolf, 3 Vampires
BUILDING
Tourist Trap Village (40) CUSTOM SCENARIOS
This scenario has three teams (Vampires, Were While the scenarios listed above are tuned to
wolves and Villagers), and plays fast thanks to a provide unique, specific experiences, you can
limited number of “call every night” roles. always alter or add roles as necessary. Part of
19 Villagers, 1 Seer, 1 Hunter, 1 Tough Guy, the fun of Ultimate Werewolf is setting up
3 Masons, 1 Idiot, 1 Martyr, 1 Prince, different games with different roles and seeing
1 Lycan, 1 Apprentice Seer, 1 Mayor, how the games play out. Unless the game is
4 Vampires, 4 Werewolves, 1 Cursed severely imbalanced (try to avoid this by
(Vampire or Werewolf) keeping the sum of the village impact number
in the lower left close to zero), you’ll probably
still have a great game on your hands.
Village of Unspeakable Actions (50) Sometimes an odd set of roles can make for a
game that’s much more compelling than you’d
This is a very large village with just two teams. It’s expect.
the classic good vs. evil on a grand scale.
Use the following guidelines in conjunction
20 Villagers, 1 Seer, 1 Hunter, 1 Tough Guy, with keeping the village impact sum close to
3 Masons, 1 Aura Seer, 1 Martyr, 1 Prince, zero:
1 Lycan, 1 Apprentice Seer, 1 Witch,
1 Ghost, 1 Spellcaster, 1 Cupid, Always include plain “vanilla” Villagers. Vil
1 Bodyguard, 1 Idiot, 1 P.I., 1 Diseased, lagers with no powers might be less interesting
8 Werewolves, 1 Cursed, 1 Sorcerer, to play to some, but they keep the village going
1 Minion and provide a baseline for all the other special
powers in the game. If you’re using the basic
game’s “fullrole reveal,” where all players know
the role of each player when they die, you have
to have more plain Villagers than normal, or a
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game will quickly devolve into each of the
Village team’s players stating their roles, leaving
the Werewolf team quickly exposed. You can
get away with less plain Villagers if you don’t
tell the players what roles are in the game, but
then you’ll either need to provide the rules to
AURA SEER
the players or ensure that everyone knows what
each role does. Another reason to include
plenty of plain Villagers is that it provides a
nice break from some of the more stressful
roles in the game, and makes getting special
roles occasionally that much more exciting.
The more people know each other, the more you
need to help the Werewolf team. A group of total
strangers playing a balanced game of Ultimate
Werewolf usually favors the Werewolf team, and the
opposite is true as well. The more the same group
plays Ultimate Werewolf together, the more you’ll
need to boost the Werewolf team (or reduce the Choose 1 player each night to
Villager team) to keep things fair. see if that player is not a
Adapt to fluctuating player counts. Players tend werewolf or a villager.
to drift in and out of Ultimate Werewolf games right
before they start. When you’re setting up a game,
and it seems likely but not guaranteed that there
will be a few more players joining, put a few low- Each of the roles shows the Village Impact on
impact roles (villagers, etc.) off to the side that you the lower left; when you put several roles
can add in without severely impacting the balance together in a game, you should be aiming for
of the game. Once three or four more additional the sum of all the numbers on all the cards to
players have joined, rereview the scenario and be as close to zero as possible. Negative num
determine if the original mix of roles still makes bers make it more difficult for the Villager
sense (often you’ll be able to add one or two Team, while positive numbers, like the Seer
additional special roles). card above, help the Villager Team.
The more players, the more special roles. In At the top center is the name of the role, in the
low player count games, each special role has a color of the team. TheVillager team is blue,
greater impact on the balance of the game than and the Werewolf team is red. Some roles are
in high player count games. The ratio of special on other teams, and some roles change teams;
roles (including Werewolves) to Villagers in low these are different colors and are noted in the
player count games (less than 15 players) should text below.
be closer to 1:1. As you increase player count, in
crease the special role ratio up to and above 3:1. To the right is how often the role is woken up.
A full moon means that role is woken up each
night, while a crescent moon indicates that
ROLE CARDS the role is woken up only on the first night. If
no moon is present, that role is not woken up
This section lists all of the role cards included at night.
with Ultimate Werewolf, as well as a few that
aren’t in the game. In addition, you can use the
blank Ultimate Werewolf cards to create totally
new roles of your own devising.
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Villager Team +3 AURA SEER
These roles are all working to help the Villager The Aura Seer looks for players with special
team to win. In all scenarios, the Villager team roles that are not plain Villagers or Werewolves.
is the largest team, but as a group, the Villager
team knows less than the Werewolf team. Not The more special roles in the game, the more
only do players on the Villager team not know powerful this role becomes. Be sure to have at
who the Werewolves are, they often don’t know least one “evil” special role, so the Aura Seer
anyone else on their own team, either. isn’t just functioning as a Villager-finder.
Alternate: The Aura Seer can be used to learn if
the player is on the Villager team. This should
+4 APPRENTICE SEER only be used if there are a large number of non-
Villager roles (at least 3 in addition to the
The Apprentice Seer becomes the Seer if the regular Werewolves). The Cursed,
Seer is killed. The Apprentice Seer is woken up Doppelgänger and Drunk appear to be on their
when the Seer is called after the Moderator has current team.
indicated to the Apprentice Seer that the Seer is
dead (by a tap on the shoulder during the
calling of the Seer at night). +3 BODYGUARD
Alternate: In addition to taking over for the
Seer when she dies, the Apprentice Seer targets The Bodyguard chooses a different player each
a player every night, but only learns if they are night to protect (but not the same player twice
a Werewolf or not after choosing them twice. in a row). That player cannot be killed that
This requires additional bookkeeping by the night. He may not choose himself.
Moderator, but gives the Apprentice Seer a way Alternate: The Bodyguard may not protect the
to contribute without the Seer having to die same player twice in the same game.
first. 2nd Alternate: The Bodyguard’s protected
target can’t be killed the next day (by lynching
or any other means).
–3 CUPID
Cupid awakes the first night and points at two
players (one of which can be himself). Those
players become Soulmates and know who the
other is (see “Soulmates,” in the Switching
Team section below). If one of them dies, the
other dies of a broken heart instantly.
Alternate: Include Cupid as an extra card
when dealing out roles. After Cupid selects his
targets, he receives the left-over card, and
becomes that role for the rest of the game.
2nd Alternate: The Moderator randomly (or
intentionally) chooses the soulmates, so no one
knows who the soulmates are except themselves.
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Vampire Hunter: In a game with Vampires the
+3 DISEASED Hunter is a Vampire Hunter. When he dies, the
Vampire seated closest to him is killed. This is
If the Werewolves eat the Diseased player, they usually a good role to have in a game with
skip feeding the following night because they Vampire and Werewolf teams, as it serves to
get sick. If the game does not have role reveal, offset a bit of the advantage that the Vampires
the Werewolves still pick a target the following have over the Werewolves.
night, but that target does not die. If the game
does have role reveal, the Werewolves do not
pick a target. +2 IDIOT
The Idiot always votes for players to die. This
+2 GHOST role along with the Pacifist should be added at
random to the deck. Players should not know
The Ghost dies the first night. Each night beforehand if either or both roles are included.
(including the first) he may write one letter on Alternate: Do not deal this card, but instead
a piece of paper for the village, as a message randomly determine who the Idiot is. The Idiot
from beyond, with the only limitation being does not know he is an Idiot, and his vote is
that he may not attempt to identify any player always recorded as a vote to die.
by name or initials. This player may only
observe the game from outside the circle, and
may not speak to, make eye contact with, or in
any other way communicate to the village
–1 LYCAN
during the day. This can be a really fun role as The Lycan has a dormant strain of werewolfism,
the clues given by the Ghost (maybe the first and appears to be a Werewolf to the Seer even
few letters of a color or an object in the room though she’s not.
that’s near someone) can be interpreted in
many ways, and makes conversation during the Alternate: In role reveal games, the Lycan is
first day much more animated than otherwise. shown to the players to be a Werewolf when she
is killed.
Alternate: The first player to be killed becomes
the Ghost, except that he retains his original
team, so for instance if a Werewolf is lynched +4 MAGICIAN
on the first day, he becomes the Ghost that
night. He sees who the Seer and other roles are, The Magician may use his power of healing one
and writes his clues to help his team. If the night during the game to save someone killed
game is not a role reveal game, the players will at night. He may also use his power of killing
have to guess what team the Ghost is on. once during the game to kill the player of his
choice. The Moderator should call the Magician
every night and ask if he would like to use each
+3 HUNTER of his special powers, even if they have been
used. Both powers may be used on the same
If the Hunter is killed (during the day or night), night. The Witch has the same powers as the
he immediately fires his weapon at a target (or Magician.
into the air) by pointing at a player to kill them
or pointing straight up to not shoot anyone. No Alternate: The Magician may cast two spells
discussion should take place before the Hunter during the game, in any combination: either
chooses a target. If the Hunter is killed at night, two heals, two kills, or one heal and one kill,
he picks his target the next morning, as soon as and may cast them both on the same night.
the moderator tells him he is dead.
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+3 MARTYR +1 OLD HAG
The Martyr may take the place of anyone who Each night, the Old Hag places a pox on a
is lynched, immediately after the vote but player; that player must leave the game area for
before the role reveal. The Moderator should one day, and may not take place in discussions,
say “You have chosen to lynch this player. Does lynching or any other activities that happen
the Martyr wish to sacrifice themselves for this during the day (that player is also safe from the
player?” Hunter’s shot or any other method of attack
Alternate: The Martyr is woken up each night from another player). The Old Hag may not
after the Werewolves target someone and has place a pox on herself.
the option to take their place. The original Alternate: After the initial target returns, that
target survives and the Martyr dies in their night the target chooses the next player to place a
place. pox on, and so on. If a player who had the pox
placed on them dies at night, the Old Hag places
a pox on another player the following night.
+2 MASON
The first night the moderator calls for the
Masons to open their eyes and look for the
0 OLD MAN
other Mason(s). No one in the village may The Old Man will die on night x, where x is the
directly or indirectly speak of the Masons, or number of Werewolves in the game +1. This is in
the players who speak of them are killed that addition to any other deaths (Werewolf target,
night by the secret society in order to keep it a etc.). When a Werewolf dies, it means the Old
secret. If they are killed by the secret society, Man will die sooner than he previously expected
they automatically lose, even if they are on a to.
winning team.
The Moderator needs to use discretion here; it’s
much better for gameplay if the subject is never +3 P. I.
discussed directly or indirectly by the players. One night during the game, the Paranormal
If a player says, “well, Bobby knew Joe was safe, Investigator indicates one player, and is told if
but Bobby’s not the Seer,” that’s a clear reference at least one of the players to the target’s left or
to the Masons, and that player should be killed. right, or the target himself, is a Werewolf. The
Players will only make this mistake once if the moderator does not say which of those players
Moderator jumps on this right away. is a Werewolf, just that one of them is.
+2 MAYOR –2 PACIFIST
The Mayor’s vote counts twice when voting to The Pacifist always votes for players to live. The
lynch a player. The moderator should secretly Pacifist is a nice boost for the Werewolf team, as
count the Mayor’s vote twice when determining it’s one extra vote to keep players alive during
who is lynched. the day, helping to prevent Werewolves from
This can be done as a normal role (handed out being killed by lynching.
to a player), or the players can vote (nominate/ This role along with the Idiot should be added
vote as in lynching) on a Mayor on the first day, at random to the deck. Players should not know
with that Mayor being in place until he dies, at beforehand if either or both roles are included.
which point another Mayor must be elected.
Alternate: The Pacifist may not nominate or
second the nomination of another player, and
must still vote for all players to live.
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Alternate: Each night, the Spellcaster must
+3 PRIEST choose one player to be muted for the following
day. This changes the role from a fun one in the
One night during the game, the Priest may first few rounds to an agonizing decision for the
choose any player to be protected by holy Spellcaster in later rounds.
power. The next attempt to kill that player by
any means fails. The Priest may not choose
himself. If the Priest dies after “blessing” +3 TOUGH GUY
someone in this way, that player is still
protected. If targeted by the Werewolves, dies the
following night (instead of the same night he
Alternate: Once per game, the Priest may learn was attacked). The players are told that no one
the role of a killed player. This version of the has died the previous night. The following
role is only used in games where roles are not night there may be two or more player deaths:
revealed, and typically is only found in the “No the Tough Guy as well as any other characters
Reveal” variant. targeted or killed that night.
+3 PRINCE +2 TROUBLEMAKER
The first time this player is voted to be lynched, Once during the game, the Troublemaker indi
he is revealed as the Prince, and does not get cates to the Moderator at night that there will
lynched. The Village falls asleep immediately be two lynchings the following day. Each night,
after this failed lynching. the Moderator should say, “Does the
Troublemaker want to stir up trouble?” If the
+7 SEER Troublemaker does, the Moderator should
announce this to the village after the first
Each night, the Seer points at a player, and the successful lynch the next day.
moderator shows her the “V” sign for Villager
and the “W” sign for Werewolf. To be extra clear
that the Seer knows that a targeted player is a +1 VILLAGER
werewolf, the moderator may use another Villagers’ sole purpose is to find the Werewolves
indicator (such as bringing up both hands as in their village and lynch them during the day.
claws and making a “growling” face).
There are two Seer cards: one female and one
male. In larger games, you can use both Seers in +4 WITCH
a single game, calling out the “Girl Seer” and
the “Boy Seer,” allowing each to point at a The Witch may use her power of healing once
player each night. during the game to save someone attacked at
night. She may also use her power of killing
once during the game to kill the player of her
+1 SPELLCASTER choice. The Moderator should call the Witch
every night and ask if she would like to use
Each night, the Spellcaster may choose one each of her special powers, even if they have
player to be muted for the following day (they been used. Both powers may be used on the
may not speak, but may still vote and use same night.
charade-like motions). The Spellcaster may Alternate: The Witch may only use one of her
choose to mute themselves, but may not mute two powers during the game, but may choose
the same player twice during a single game. which one to use.
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Werewolf Team –6 WEREWOLF
The Werewolves learn the identity of the other
–3 SORCERER Werewolves the first night. Each night after the
first night, the Werewolves must agree on a
The Sorcerer looks for the Seer each night (the target to kill. If the Werewolves spend more
Moderator shows a “thumbs up” if the Sorcerer than a minute or so determining a target for the
points to the Seer). The Werewolves do not night, they do not get to choose a target that
know who the Sorcerer is, and the Sorcerer night. The Werewolves may not target another
does not know who the Werewolves are. The Werewolf at night.
Seer sees the Sorcerer as a Villager. Werewolves try to keep their identity a secret
Alternate: The Sorcerer is shown who the during the day.
Werewolves are on the first night. This is a
significant advantage for the Werewolf team.
–8 WOLF CUB
–6 MINION The Wolf Cub is a Werewolf, and wakes with
them each night. If the Wolf Cub is killed, the
No card is required for the standard use of this Werewolves get two kills the next night. The
role. The first night, the Werewolves pick a Werewolves may target the Wolf Cub at night
player, and that person becomes the (all Werewolves and the Wolf Cub must agree
Werewolves’ Minion and moves to the on the Wolf Cub as a target). In return for this
Werewolf team. The Player learns who the sacrifice, the Werewolves may select two
Werewolves are, but does not wake with them additional players to be killed that night imme
at night. The Seer sees the Minion as a Villager. diately following the selection of the Wolf Cub.
If the Minion has another special role, that role
remains intact (so it is possible to have a Seer
Minion, for instance, though that would be very
bad for the Villager Team).
If playing with both Vampires and Werewolves,
each team may have a Minion.
Alternate: Deal this card as a regular role, and
show the Minion who theWerewolves are, and
also show the Werewolves who the Minion is.
The card prevents the Minion from having a
dual role.
In either version, the Minion is a very strong
Werewolf team role. This works best in a
setting where the Moderator can walk behind
the players and discreetly tap them on the
shoulder.
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Switching Teams –3 DRUNK 3RD
These roles are either two roles at once, or they The Drunk thinks he is a regular Villager for
switch from one team to another during the game. the first two days, and does not know what he
really is until the third night, when the
Moderator wakes him and shows him his real
–3 CURSED role. The Drunk is seen by the Seer as his actual
The Cursed is initially on theVillager team role.
(and is seen as a Villager to the Seer). If the During deck preparation, mix a Werewolf, a
Cursed is attacked by Werewolves, the Cursed Villager, and most or all of the other special
does not die, but instead becomes a Werewolf roles together and pull one out without
the following night (and from that point on showing it to the players. That will be the
will be seen as a Werewolf by the Seer). The Drunk’s role.
Moderator calls the Cursed each night Alternate: The Drunk is shown his role on the
separately (even after he becomes a Werewolf) first night. While he knows what he is, he isn’t
and shows him the “V” for Villager sign or the allowed to use his special power, if any, so he
“W” forWerewolf sign. does not awake when called on the first two
If there is a Vampire team, the Cursed will nights. For instance, if the Drunk is a Werewolf,
become a Vampire if attacked by the Vampires he knows he is a Werewolf but may not open
at night, indicated by the Moderator by his eyes on the first two nights when the
showing his teeth as an overbite (front teeth Werewolves are called. If he is a Seer, he may
hanging out). not open his eyes on the first two nights when
the Seer is called.
-2 DOPPELGÄNGER
The Doppelgänger selects a player the first
night. If that player is killed, the Doppelgänger
secretly takes over that role. Until her target is
killed, the Doppelgänger is on the Villager
Team. The Moderator should clearly indicate to
the Doppelgänger what her new role is by
secretly tapping her on the shoulder at night as
soon as she gets her new role. The Doppelgänger
is shown to the Seer as a Villager until her
target dies, then is shown as her new role after
that time.
Alternate: The Doppelgänger selects a player
the first night and she instantly becomes that
role (the original holder of that role is also that
role). The Doppelgänger must be called every
night when using this variant to allow her to
do her special action if she has one (if she
doesn’t have a special role, she should still be
called so that the other players don’t know
what role she has). While this can be a lot of
fun, it can tilt the game viciously in one
direction or another depending on the role
obtained by the Doppelgänger.
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SOULMATES 0 HOODLUM
There are no cards for the Soulmates; they are On the first night, the Hoodlum indicates two
chosen by Cupid on the first night. The Mode players. The only way the Hoodlum can win is if
rator will wake both of them on the first night both of those players are dead at the end of the
so they can see who they are. From that point game and the Hoodlum is still alive. Normal
on, if one of them dies, the other dies as well victory conditions for the other teams are still
(but from a broken heart). present, so the Hoodlum needs the Villager
If they are both on the Villager team, they win team to win in order for him to win as well.
with the Villager team. If they are both on the Alternate: The Hoodlum picks four players,
Werewolf team, they win with the Werewolf and if the Hoodlum is still alive when those
team. If they are on different teams, they players are dead, the game is over and the
become their own team and only win if they Hoodlum wins instantly, and all other teams
are the last two living players. (except possibly the Cult Leader) lose.
The Soulmates may have any other role in addi
tion to being a Soulmate.
+1 TANNER
The Tanner only wins if he is killed. Victory
conditions for the other teams are still present. This
Other Teams card should be added to the deck randomly.
These roles are on different teams than the
Villager team or the Werewolf team.
–5 LONE WOLF
The Lone Wolf only wins if he is the last player
+1 CULT LEADER standing (or achieves parity with the village
The Cult Leader picks a player each night to add by having only one other non-Werewolf player
to the cult (players picked do not know they are sur viving). The Lone Wolf wakes with the
in the cult). The Cult Leader only wins if all Werewolves to choose a kill each night.
players left alive (not necessarily including It’s fun to let the players know there might be a
himself) are part of the cult. Normal victory Lone Wolf in the mix, and then to secretly
conditions for the other teams are still present. randomly determine if there is one.
The Moderator will need to keep a running list
of cult members.
Alternate: If the Cult Leader dies, the first cult –8 VAMPIRE
member he picked becomes the new Cult The Vampires are a third major team in
Leader (the Moderator will tap this player on addition to the Werewolf team and the Villager
the shoulder when calling for the Cult Leader). team. Vampires choose a victim each night (in
The new Cult Leader continues to add addition to the Werewolves’ victim), but that
members to the cult at night, in addition to victim is not revealed until a nomination
any other role they might have. The new Cult occurs; the Vampiret arget dies right then in the
Leader joins any previous Cult Leaders on the middle of the day. Vampires can’t be killed by
Cult team, and will only win if the only players Werewolves, making them slightly more
alive at the end of the game are in the cult. powerful than their furry counterparts.
With three major teams, the Vampires or Were
wolves need to totally wipe out the other two
teams before declaring a victory. Vampires may
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be used in experienced large groups, Amulet of Protection
substituting Vampires for Werewolves (the total Priest
number of Werewolves + Vampires should be
the same as the number of Werewolves in a Bodyguard
regular game). All special roles that target Werewolves
Werewolves (Seer, P.I., etc.) also target Vampires, (including Lone Wolf and Wolf Cub)
but do not distinguish between the two teams.
Vampires
Cursed
Magician, Witch
Other Cards
Seer
P.I.
+1 AMULET OF PROTECTION Aura Seer
Refer to “The Amulet of Protection” in the Sorcerer
Rules Variations section above. Spellcaster
Old Hag
0 MODERATOR Cult Leader
The Moderator card is used when randomly Troublemaker
selecting a Moderator for a game.
For experienced groups, add the Moderator card
into a deck that already consists of one card for
each player besides yourself, deal the cards, and
History
have everyone go to sleep. The player with the Ultimate Werewolf has evolved from a
Moderator card then starts moderating that first traditional Russian folk game in ages past to the
night. party game played around the world today. The
1980s saw the rise of “mafia” as a theme for
similar day/night hidden role games, replaced
? BLANK ROLE CARDS ? several years later with werewolves, villagers
and other 16th century-rooted special roles.
You can write whatever you’d like on these While multiple individuals have claimed res
cards, and use them for any roles you manage ponsibility for various milestones in the game’s
to come up with. history, the real development has occurred as
If creating a new role, be sure to think about players tried different themes, roles, and sce
how it works before adding it into a game. You narios, keeping what worked (like having des
can also use the blank cards to duplicate criptions on the cards) and leaving behind what
another role in the game, typically when you’re didn’t (broken roles like the “little girl”).
running two or more simultaneous games. Over the years, a number of related commercial
games have appeared, but all have had various
Roll Calling Order (Night) limitations in terms of roles, player count and
rulesets, causing many players to resort to
Some of the roles have prerequisites to be called traditional decks of playing cards with roles
at night. For instance, you can’t call the Witch written on them.
until you know who the werewolves have
targeted. The following is a list of all the roles
that are called everynight and the order they
should be called.
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Holenstein, Monique Junot, Daniel Karp, Bruce
About the Designer Keeney, Stephanie Kelleher, Chuck Ledger,
Jeremiah Lee, Tom Lehman, Josh Lubliner, Dan
Ted Alspach is the designer of several games, Luxemberg (the Gathering’s 2011 Ultimate
including TieBreaker, Ticked Off, Perpetual- Werewolf champion), Nick Lynn, Lane Meyer,
Motion Machine, Beer & Pretzels, Rapscallion, Alan R. Moon, Corbin Nash, Charles Neal, John
Start Player, Mutant Meeples and dozens of Nienart, Aliza Panitz, Mary Prasad, Josie
expansions for other popular games. Ted is also Prokop, Nick Ramsey, David Ranney, Steve
the author of more than 35 books on graphics Samson, Christine Simundson, Ricky Smith,
and publishing and the writer of the award- Geoff Speare, Roy Stalin, Birgit Stolle, Scott
winning Board 2 Pieces comic strip. Tepper, Rick Thornquist, Leo Tischer,
BethTruss, JulienVan Reeth, KevinWood, Karen
Woodmansee, John Yeager, Will Zander, Maria
About the Artist Zolotova and all the other players who
participated in games of Ultimate Werewolf.
Sanjana Baijinth is an illustrator from Auckland
City, New Zealand. [Link]
Author: Ted Alspach
Illustrations: Sanjana Baijanath
Special thanks to all the individuals who spent ([Link])
countless hours providing unique and valuable
insight into the making of Ultimate Werewolf: Layout: Hans-Georg Schneider
Ultimate Edition: Dakota Alspach (Playtester
Negative 1), Gage Alspach (Playtester Zero), Copyright © 2015 Pegasus Spiele,
Toni Alspach, Dave Arnott, Sterling Babcock, Am Straßbach 3, 61169 Friedberg, Germany.
Heli Barthen, Devin Batutis, Mike Chase,
George Clark, Bill Cleary, Brett Cooper, Mike All rights reserved.
Cross, Antonia de Guzman, Charles De Mar, [Link]
Frank DiLorenzo, Sean Donahue, Hank Drew,
David Fair, Jim Fairchild, Randy Farmer, Brad
Fuller, Johnny Gasparini, Stephen Glenn, Jay
Greer, Dan Hoffman, Eugene Hung, Greg Jones,
Joanne Greenwald, Brett Hardin, Thomas
23
Peg_WERWOLF_2015_Regel_US_RZ.indd 23 08.04.15 13:25
Copyright © 2012 Pegasus Spiele GmbH/eggertspiele GmbH & Co. KG, Verlegt durch / Published by: Pegasus Spiele GmbH, Strassheimer Str. 2, 61169 Friedberg, Germany. Alle Rechte vorbehalten.
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