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WEREWOLF · MAFIA · TRAITORS

Reading the room…

How to play Werewolf, Mafia or Traitors

One game under three names — the rules are identical, only the words change. Pick whichever one your table argues is the real one.

  1. Everyone joins on their own phone and taps their own name. Tap the face-down card and it tells you, privately, whether you are one of the villagers or one of the wolves — and hands you any special role or token you have been given.
  2. Night. One phone, chosen at random each round, reads the instructions aloud. Everyone closes their eyes and keeps tapping their phone, so the room cannot hear who is doing something. The wolves choose their victim on their own screens, and the Seer and Doctor act at the same moment. Nobody else's screen shows anything unusual.
  3. Morning. Only the person who was taken sees it — their screen turns, and they hold it up. Everyone else finds out by looking at them.
  4. Day. Argue. Then everyone votes at once, secretly, and the votes are revealed together so nobody follows the room.
  5. The village wins when every wolf is gone. The wolves win the moment they equal the villagers in number — they do not need to outnumber them.

The two sides

Wolves know each other from the first night and see each other's choices while they pick. Everyone else starts knowing nothing but their own card. That asymmetry is the game: the wolves' problem is talking like someone who does not know, and the village's problem is that its only evidence is how people talk.

The two special villagers

Both are optional and both are switched on before the deal. They are always on the village side, and neither can be turned by a recruiting wolf.

The tokens

Optional, dealt face down at the start, and only ever to the village side — a shield on a wolf would be a wasted token, since nobody attacks them at night. Nobody is told who holds what. You may hold more than one, or none at all.

Recruiting

Off by default. With it on, a wolf left alone may spend a night turning a villager instead of killing one — nobody dies, and that player wakes up on the other side and is told so privately. It is the last wolf's way back into a game they are losing. The Seer and the Doctor cannot be turned.

The details that come up

An example

Eight play, with two wolves. On the first night the wolves both tap Priya. But Priya was dealt the shield, so in the morning everyone's screen says the night passed without a death — and Priya alone is told she was attacked and survived. She now knows something nobody else does: she is not a wolf, and the wolves know where she is. Saying so proves nothing to anyone and paints her for the next night. Saying nothing leaves the village a day behind. That decision, with nothing but talk to settle it, is the whole game.

5–20 players · 20–45 minutes · suggested from age 12 · free, no sign-up, and nobody has to sit out to moderate.