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Hidden roles, after dark

How to play Werewolf

The full rules for Werewolf — which is also Mafia, with different costumes. Setup, the night and day cycle, what each role actually does, how many werewolves you need, and the arguments to settle before anyone closes their eyes.

The game in one paragraph

A group of villagers has a werewolf problem. Every night the werewolves quietly eat one villager. Every day the whole village argues about who the werewolves are and votes one person out. The villagers win when every werewolf is dead. The werewolves win when they equal or outnumber everyone else — at that point they can simply out-vote the village, so most groups end it there rather than play the formality out. Only the werewolves know who the werewolves are. Everyone else is guessing, lying, or both.

It's a social deduction game, generally credited to Dimitry Davidoff at Moscow State University in 1986 as Mafia, and rethemed with werewolves in the late 1990s. Neither version has an official rulebook, which is why every group swears their house rules are the real ones.

What you need

How many werewolves? Role counts by player number

The working rule is about one werewolf per four players, and special villager roles no more than a third of the village. Too few wolves and the village wins on luck; too many and the village never gets a foothold. These are the counts most groups land on:

PlayersWerewolvesSpecial villagersPlain villagers
61Seer4
72Seer4
82Seer, Doctor4
92Seer, Doctor5
102Seer, Doctor, Hunter5
113Seer, Doctor6
123Seer, Doctor, Hunter6
143Seer, Doctor, Hunter, Witch7
164Seer, Doctor, Hunter, Witch8
184Seer, Doctor, Hunter, Witch10
205Seer, Doctor, Hunter, Witch11

First game with a new crowd? Drop the Witch and the Hunter and run wolves, Seer, Doctor, villagers. You can add the toys once everyone knows what a night phase feels like.

The night phase

The moderator says the same lines every night, in the same order, at the same speed. Consistency is the whole job — if you speed up when the Seer is awake, people notice. Here is a script you can read straight off the screen:

Everybody, close your eyes. Night falls on the village.
Werewolves, open your eyes. Look around — these are your fellow wolves. Silently agree on one villager, and point at them.
(moderator notes the target)
Werewolves, close your eyes.
Seer, open your eyes. Point at one player.
(moderator gives a silent thumbs up for werewolf, thumbs down for not)
Seer, close your eyes.
Doctor, open your eyes. Point at one player to protect tonight.
Doctor, close your eyes.
Everybody, open your eyes. Last night, [name] was taken. (or: last night, everybody survived)

Add a line of thumping on the table or knees during every phase, so the room is never silent — silence is how people count footsteps and work out who's awake. If the Doctor protects the werewolves' target, nobody dies and the moderator announces a quiet night, which is genuinely good drama.

The day phase

The village wakes, learns who died, and argues. The dead player says nothing from that moment on — not a hint, not a face, not a knowing sigh. Then the village votes one living player out, and that player is dead too.

Older rule sets call this a lynch. A lot of groups now just say "vote out" or "exile", and there's no reason not to; the mechanics don't change. Run the vote one of two ways:

Give the day a hard time limit — five minutes for a small game, eight for a big one. Without a timer, one confident player runs the whole day and the quiet ones never speak.

Deal the roles without the paper cuts. The secret role dealer gives every player a private link showing only their own role, so nobody sees the moderator's hands and the moderator can play too. Run one free, no signup.

The roles, explained

Every one of these is played slightly differently somewhere. What follows is the common version — agree on it out loud before you start.

Werewolf

Wakes each night with the other werewolves and picks one player to kill. By day, pretends to be a villager and votes with enthusiasm. Werewolves know each other from night one. Their real job isn't the killing, it's the talking: a wolf who says nothing all day is a wolf who gets voted out on day two.

Villager

No night power, no information, just a vote and an opinion. This is not a spare role — most of the village is villagers, and the game is won by villagers reading the room. If you're a villager, say things. Silence looks exactly like a wolf hiding.

Seer

Each night, points at one player and learns whether that player is a werewolf. Usually just werewolf-or-not, not the exact role. The Seer's problem is telling the village what they know without getting eaten that same night — which is why experienced Seers sit on their information for a night or two, then dump it all when they're about to die anyway.

Doctor (also Healer, Medic, Bodyguard)

Each night, protects one player from the werewolves. If they guess right, nobody dies. Common variants: may protect themselves once per game, may never protect themselves, or may not protect the same person two nights running. Pick one before the first night.

Hunter

When the Hunter dies — eaten at night or voted out by day — they immediately take one other player down with them. The moderator asks them to point, and that person is dead too. It's the role that most often ends a game, and the reason a village will sometimes vote out a player they suspect of being the Hunter's mate.

Witch

Has two potions, each usable once in the whole game: one heal and one poison. She wakes after the werewolves, is shown who they chose, and may save that person. Separately, she may poison any player, who dies that night. Powerful, and the reason a game with a Witch is usually shorter.

Extras worth knowing

Mafia is the same game

If half your group learned it as Mafia, you already agree on the rules — only the nouns differ.

WerewolfMafia
WerewolfMafioso
VillagerTownsperson / Citizen
SeerDetective / Cop
DoctorDoctor / Medic
ModeratorNarrator / Game master
Night killThe hit
Day voteThe trial

How to moderate well

The house-rule arguments, settled

These are the six fights every group has. There isn't a correct answer to any of them — there's just an answer you agreed on before the deal.

Write your house rules on the back of an envelope and leave it on the table. It ends the arguments and it means the person who arrives late can catch up without a lecture.

FAQ

How many players do you need for Werewolf?

Seven is the practical minimum and eight to twelve is the best range. You can run six with one werewolf, but the margin for error is tiny. Above eighteen, use a timer and a confident moderator.

Is Mafia the same game as Werewolf?

Yes. Same rules, different names — werewolves are the mafia, the Seer is the detective, and the moderator is the narrator. Mafia came first; Werewolf is the retheme that spread through parties and camps.

How many werewolves should there be?

Roughly one werewolf per four players, so two wolves in an eight-to-ten player game and three in eleven to thirteen. Fewer makes the game a formality for the village; more and the village never gets traction.

Can the moderator play?

Not in the paper version — the moderator sees every role. If you deal the roles so that nobody can see the whole board, the moderator can hold a role like anyone else and just read the script honestly.

Should dead players reveal their role?

It's a house rule. Revealing gives the village real information and shortens games, which suits new groups. Hiding roles makes the game much harder for the village and is better once everyone knows what they're doing.

Can the Doctor save themselves?

Also a house rule. The common compromise is once per game. Some groups say never, which is harder on the Doctor but better balanced. Decide before the first night, not after the Doctor dies.

Run one tonight

You don't need anything but a group and a script — the rules above are the whole game. If you'd rather not cut up bits of paper, the secret role dealer deals the roles for you: type the roles (or hit a preset for your player count), share one link, and each person taps their name to see only their own role on their own phone. It's free, there's no signup, and because nobody has to hold the cards, the moderator can play too.