Contents
1 Overview
Werewolf (also known as Mafia) is a social deduction party game for 6 to 20+ players created by Dmitry Davidoff in 1986. Players are secretly assigned roles as either Werewolves or Villagers. At night, the Werewolves secretly choose a Villager to eliminate. During the day, all surviving players debate and vote to eliminate a suspected Werewolf. The Villagers win if all Werewolves are eliminated; the Werewolves win if they match or outnumber the surviving Villagers.
Werewolf is the original social deduction game. It requires no components -- just people and a moderator -- and scales to almost any group size. At its best with 10 to 20 players and a skilled moderator, it produces the most intense 45-minute social experience in gaming.
2 Roles
Core Roles
| Role | Team | Ability |
|---|---|---|
| Villager | Village | No special ability. Win by voting out all Werewolves. |
| Werewolf | Werewolf | Each night, Werewolves collectively choose one player to eliminate. |
| Seer | Village | Each night, secretly learns whether one player is a Werewolf or not. |
| Doctor | Village | Each night, chooses one player to protect. If Werewolves target that player, they survive. |
Optional Roles
| Role | Team | Ability |
|---|---|---|
| Hunter | Village | When eliminated, immediately eliminates one other player of their choice. |
| Witch | Village | Has a heal potion (save the night's victim) and a poison potion (kill any player). Each used once. |
| Cupid | Village | On Night 1, links two players as lovers. If one dies, both die. |
| Bodyguard | Village | Like the Doctor, but the Bodyguard dies if protecting someone who is attacked. |
| Village Idiot | Village | If voted out, revealed as the Village Idiot and survives -- but loses their vote for the rest of the game. |
3 Setup
- Designate one player as the Moderator. The Moderator does not play and controls the game.
- Prepare role cards: for N players, use roughly N/4 Werewolves (round up for 8+ players), 1 Seer, 1 Doctor, and fill the rest with Villagers. Adjust for desired difficulty and optional roles.
- Shuffle and deal one role card to each player face-down. Players look at their card secretly and do not reveal it.
- Players sit in a circle if possible.
- 6-8 players: 2 Werewolves, 1 Seer, 1 Doctor, 2-4 Villagers
- 9-12 players: 3 Werewolves, 1 Seer, 1 Doctor, rest Villagers
- 13-20 players: 4-5 Werewolves, 1 Seer, 1 Doctor, add optional roles
4 Night Phase
The Moderator announces "Night falls -- everyone close your eyes." All players bow their heads and close their eyes.
- Werewolves wake: "Werewolves, open your eyes." Werewolves silently identify each other, then silently agree on one player to eliminate (pointing). Moderator acknowledges. "Werewolves, close your eyes."
- Seer wakes: "Seer, open your eyes." The Seer points to any player. The Moderator silently gives a thumbs up (Werewolf) or thumbs down (not a Werewolf). "Seer, close your eyes."
- Doctor wakes: "Doctor, open your eyes." The Doctor points to one player to protect (may protect themselves). Moderator acknowledges. "Doctor, close your eyes."
- Day begins: "Everyone wake up."
5 Day Phase
- The Moderator announces who was killed (or that the Doctor saved someone if their protect matched the Werewolf target). The eliminated player reveals their role and is out of the game. Eliminated players cannot speak or vote.
- Open discussion: All living players discuss who they think the Werewolves are. The Seer may reveal their knowledge (risky -- Werewolves will target them next night). Werewolves may lie, deflect, or accuse innocent players.
- Nomination and vote: After discussion, players nominate candidates for elimination. A simultaneous vote determines who is eliminated. Ties are resolved by revote, coin flip, or moderator discretion.
- The voted-out player reveals their role and is eliminated. Then Night begins again.
6 Winning
Village wins when all Werewolves are eliminated.
Werewolves win when the number of Werewolves equals or exceeds the number of remaining Villagers (at which point Villagers cannot outvote Werewolves).
7 Moderator Guide
The Moderator makes or breaks a Werewolf session. Key responsibilities:
- Maintain a consistent, clear script. Use the same night phase order every round. Variation tips off players.
- Give no unintentional hints. Pausing too long when the Seer looks at a Werewolf, or reacting to a protection that matches the kill, leaks information. Stay neutral.
- Control the day phase timing. Give 3 to 5 minutes of open discussion, then push toward a vote. Games stall when discussion is unlimited.
- Narrate deaths dramatically. "As the sun rises, the villagers find the Baker dead in his shop... he was a simple Villager." Brief storytelling massively improves the atmosphere.
- Handle ties decisively. Pre-announce your tie-breaking rule before the game. "In case of a tie, we revote between tied players. If still tied, no one dies."
8 Strategy
As a Villager
Watch behavior, not just arguments. Werewolves are often the most actively helpful-sounding players. Look for who is deflecting accusations, who is building voting coalitions, and who seems suspiciously certain about who is innocent.
The Seer should out themselves strategically. Revealing as Seer makes you a target, but giving the village confirmed Werewolf knowledge is extremely valuable. Consider outing after your second or third confirmed sighting, when the village is losing.
As a Werewolf
Eliminate the Seer first. The Seer is the biggest threat. If you can identify who the Seer is based on day phase behavior (they are often the first to accuse accurately and seem suspiciously confident), target them Night 1.
Be vocal during the day. Passive Werewolves get eliminated because silence is suspicious. Lead accusations against real Villagers, but make those accusations sound reasoned, not desperate.
Never defend another Werewolf too strongly. If a fellow Werewolf is about to be eliminated, occasionally let them go. Defending them enthusiastically marks you as an accomplice.
9 Variants and Products
One Night Ultimate Werewolf
The fastest variant: one night phase, one vote, game over. Everyone has a special role. An app narrates the night. Best for groups that don't want to wait through multiple rounds or sit out as an eliminated player.
Ultimate Werewolf Deluxe
The definitive physical product for large groups. Includes 40+ role cards, full moderator support, and the most comprehensive role set available. Best for groups of 10 to 20.
Mafia (the original)
The no-components version played with a standard deck: black cards are Mafia, red cards are Townspeople. Assign roles by dealing cards. No special roles unless you improvise them. Ideal for spontaneous games.
10 FAQ
π² House Rules
Play Werewolf (Mafia) your way?
Save your house rules and share a link or QR code β friends can pull them up at the table.