Werewolves online

Will you survive the night?

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How to play

Werewolves is a game of deception, observation, and discussion. Everyone receives a secret role. The village hunts the werewolves while the pack tries to remain hidden.

Getting started

Create a lobby and share its code or invitation link. Everyone plays in their own browser. An admin configures roles and time limits and starts the game; the game runs the phases while the admin also plays. Up to 50 people can join. The role preview shows the deck for your group size.

Village team

Observe and expose

Work out who belongs to the pack and banish every werewolf.

Werewolf team

Deceive and survive

Choose a victim at night and direct suspicion toward innocent villagers by day.

01Reveal rolesRead and confirm your role. Keep it secret from the others.
02Play the nightWerewolves and special roles take action.
03DiscussThe village looks for contradictions and suspects.
04VoteThe village votes on whom to banish.
The village at night as secret roles awaken

Under cover of darkness

On night one, the Wild Child and Wolfhound choose first if present. From night two, the Bodyguard protects before the pack phase. Then the pack, Seer and Witch act; Cupid acts last on the first night only. Your available actions appear when it is your turn.

  • The werewolves vote for a victim outside the pack.
  • The seer checks a role, the witch decides whether to use potions, and Cupid links two lovers once.
  • Night roles that are absent, disabled, or already eliminated are skipped.
Villagers discussing by lantern light

Talk, doubt, persuade

At dawn, you learn who did not survive the night. All living players can share suspicions, ask questions, and bluff. Voting starts when everyone confirms they are ready; otherwise, discussion continues until the timer expires or an admin ends it.

Share information carefully—even a werewolf can sound very convincing.

The village casting votes with glowing voting stones

Every vote matters

Every living player chooses another living player. The sole leader in votes is banished. A tie leads to a runoff between the tied leaders, repeated for as long as the tie remains.

When time runs out or an admin ends voting, submitted votes are counted and missing votes count as abstentions. With no votes at all, nobody is banished. The next night follows unless the game has ended.

Know your task

Roles are assigned at random. Their numbers depend on the group size and settings. Admins can enable or disable special roles. Your original role stays fixed; your current side determines pack access and victory.

Village

Villager

You have no night action. Listen for contradictions during the day, join the discussion, and vote to expose the werewolves.

Pack

Werewolf

You know the other werewolves. Each night, vote for a victim outside the pack. The most votes decide; ties are broken randomly among the leaders. During the day, vote with everyone else and try to stay hidden.

Village

Seer

Each night, learn another living player's original role and current side. Only you see the result. Earlier inspections remain snapshots even if that player later changes sides.

Village

Witch

You see the werewolves’ victim. You have one healing potion and one poison potion for the entire round. Save the victim, including yourself, or poison another living player. You may use both potions on the same night or save both for later.

Village

Hunter

When you die, you may shoot a living player, including after poisoning or heartbreak. Choose your target before the timer expires or your shot is skipped.

Village

Cupid

On the first night, link two living players; you may choose yourself. The lovers learn who their partner is. If one dies, the other dies too. A werewolf and a village role linked as lovers win together if they are the last two alive.

Village

Bodyguard

From night two, protect one living person before the pack acts, including yourself. Repeat targets are allowed. Protection stops only the pack's attack, not poison, exile, a hunter's shot or heartbreak. Without confirmation there is no protection.

Village initially

Wild Child

Secretly choose another living player as your role model before the first pack attack. Without confirmation, one is chosen at random. If your model dies or permanently leaves, you join the pack if still alive. You learn its members immediately and may act in the next pack phase.

Village or pack

Wolfhound

Choose your side permanently before the first pack attack. In the village you have no further special ability. In the pack you recognize your allies, use its chat and vote from the first night. Without confirmation you stay with the village. Pack identities remain secret until you join.

When does the round end?

The village wins

When no pack member remains alive.

The werewolves win

When all survivors belong to the pack.

The lovers win

When the last two survivors are lovers from opposite sides, village and pack. Current sides count; the lovers win together instead of their teams.

Draw

When the last two survivors belong to opposite sides and are not lovers with each other.

After roles are assigned, night, discussion, and voting repeat. A dying hunter gets their turn before play continues. The round ends as soon as a victory condition is met.

Eliminated?

If you die or are banished, you can keep watching but can no longer vote or write in the village chat. The hunter still gets a shot when they die. Do not reveal secret information to living players.

Joining a round in progress

You can join an ongoing public game as a spectator. You cannot act or write in chat until the game ends. When an admin reopens the lobby for another round, you become a player.

No deadlocksEvery action and discussion phase has a time limit. Unfinished special actions are skipped; missing model and side choices use the defaults described above. Submitted votes count.
Admins keep the game movingThey manage settings, appoint other admins, and can end stalled phases.

Ready for the first night?

Create a lobby, share the game code, and discover who you can really trust.

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