Roles & Modes
Every character in the game โ who they are, what they do, and where they show up.
Always Available
The core game โ Wolves, Seer, Doctor, Villagers. Small lobbies get a few extra roles to keep things lively.
4+ players
The everyday staple โ Seer, Doctor, Witch, Hunter, Fool, Sheriff and Masons. Approachable, readable, and a little spicy.
7+ players
Big-game complexity, curated and fair โ special wolves plus a rotating cut of power roles (Sheriff, Priest, Spy, Vigilante, Lunatic and more).
10+ players
Weekly Rotation
๐ changes weeklyNo role is ever revealed on death โ not one, all game. The only person who gets to look under the dirt is the Gravedigger, and they still have to convince you.
8+ players
No Doctor, no safety net. Wolves kill by night; Vigilantes and Hunters kill back. Every death demands a reckoning.
8+ players
All Roles
48 roles
No special powers. Your only weapon is your mouth. Use it to find the wolves โ or at least make someone else look more suspicious.
Each night, investigate one player and learn if they are a Werewolf. Godlike information. Zero credibility if you reveal it.
Each night, protect one player (including yourself) from the Werewolves. If the wolves target your patient, they survive.
One kill potion and one revive potion โ each usable once per game. You see who the wolves targeted before deciding.
When eliminated (night or day), you may drag one other player down with you. Make it count.
Win only by being voted out during the day. If the wolves kill you at night, you lose. Your death does not affect others' win conditions.
Two Masons exist. At game start you each learn who the other is. No night action โ just the comfort of knowing one person you can trust.
Each night, pick two players and learn whether they are on the same team โ not their individual roles.
Each night, surveil one player and learn their EXACT role โ not just "wolf or not". A Seer with a magnifying glass.
An ordinary villager with one bullet. Once per game, may shoot a player at night โ an instant kill no Doctor can stop. Aim carefully.
Obsessed with werewolves โ by Day 5, if alive, is privately told who the wolves are. And if killed, the next night their ghost picks the wolves' victim: anyone, even a wolf.
Eliminate one villager per night. Blend in during the day. Lie convincingly. Win when wolves equal or outnumber villagers.
The killer of ๐ช Cutthroat mode โ no wolves, just murderers hiding among honest folk. A cabal shares one nightly kill, knows each other, and reads guilty to the Seer. Wins when the killers equal the town.
Must say the word "Werewolf" aloud at least once during each day phase. Fail to do so and you die the following night.
A full wolf. While **no wolf has been eliminated**, the pack devours **two** villagers each night instead of one. The bonus bite vanishes the moment a wolf goes down.
A full werewolf that can ALSO investigate one player each night and learn their exact role. A wolf with a crystal ball.
A full wolf that flies into a rage when it becomes the LAST wolf alive โ from then on the pack (just them) devours two villagers a night instead of one. A built-in comeback for a thinned-out pack.
Wolf-aligned but not a wolf (counts as a villager for parity). Knows the pack, and each night investigates one player to find the **Seer** so the wolves can deal with them.
A full wolf. Each night may poison one villager, who dies the FOLLOWING night โ no Doctor or Priest can save them. Only one poison brews at a time.
Knows the identity of all wolves but the wolves do not know who the Minion is. Wins with the wolves. Counted as a villager for win conditions.
A rogue wolf who hunts for nobody but themselves. Each night, kills one player (unblockable by Doctor/Priest). Wins ALONE by being the last player standing โ wolves and villagers alike are prey.
If the Wolf Cub is eliminated, the remaining wolves are enraged and kill two players the following night instead of one.
A full wolf who starts the game believing they're an ordinary villager โ they don't hunt or see the pack. On the third night they're unmasked and join the hunt for real. (The Seer sees them as a wolf the whole time.)
A full wolf that hunts with the pack โ but reads **innocent** to the Seer. Perfect for faking a Seer-cleared claim. (Spy/Mystic still see the truth.)
Knows the wolf pack and wins with them (but they don't know about you). Each morning, silences one non-wolf player โ they can't speak in the channel that day. Perfect for muzzling a Seer or Spy after they reveal.
Wins only by being voted out during the day. Does not affect other win conditions. Essentially the Fool's edgier cousin.
On the first night, links two players. If either linked player dies, the other immediately dies of heartbreak. Can create unstoppable alliances โ or chaos.
Shadows one player on the first night. Plays as a plain villager until that player dies โ then immediately inherits their exact role, powers, team and win condition. Become a wolf, a Seer, anything.
Plays for the village โ but once per game, at night, may defect and **join the wolves** for good. Wins with whichever side they're on when the game ends.
An ordinary villager whose power activates on death: when eliminated, haunts one living player and casts a silent phantom vote against them in the next day's elimination. Wins with the village.
A hidden villager spirit with no power โ until her name ("Bloody Mary") is said three times in the day channel. Then she's revealed to all and gains a one-time night kill. Wins with the village.
A solo killer. Each night, douse a player in gasoline OR ignite โ burning every doused player at once, unblockable by Doctor or Priest. Wins alone by being the last one standing.
Wolf-aligned but not a wolf (counts as a villager for parity). Each night enchants one player, blocking their night ability entirely โ silence the Seer, freeze the Doctor. Wins with the wolves.
On the first night, learns how many pairs of **adjacent wolves** sit next to each other in the player order โ just the number, never the names. A powerful early read for the village.
Picks a role model on the first night and plays as a villager. If that role model is ever eliminated, the Orphan abandons the village and joins the wolf pack.
Picks one player to watch over on the first night. Wins if that player is still alive at the end โ regardless of which team wins. A stacking, independent win.
Once per game, blesses a player (not themselves), granting them immunity from the next wolf kill.
Starts with one secret mark. If that player is **voted out during the day**, the Executioner wins outright and the game ends there โ for everyone. If the mark dies any other way, the grudge dies too and they become a plain villager. The mark is never told.
Each night, takes one player in for the night: the wolves can't touch them โ but they can't use their own power either. Sheltering your own Seer costs you the check. Never yourself, and never the same guest two nights running.
Each night, opens the grave of whoever the village voted out that day and learns their **exact role**. Nothing to dig if nobody was lynched. Sees exactly what the village refused to look at โ even when role reveals are switched off.
Once per game, during the day, may reveal themselves to everyone. From then on their vote counts **double** โ in nominations and in the final vote. Real power, and a very large target on your back.
A completely ordinary villager โ no powers, no pack. But the family curse runs deep: the **Seer reads you as a Werewolf**, and you have no way to prove otherwise. The mirror image of the German Shepherd.
A villager whose day vote counts **double**. If the Sheriff is eliminated, the badge passes to another villager โ the law never dies.
Wakes up with no memory of their role and plays as a villager โ until the third night, when they remember their true role (a random one: Seer, Doctor, Hunter, or Villager) and gain its powers.
Starts infected. Each night, the infected pick a survivor to turn โ they wake up one of you. Wins when the infected equal the survivors.
Uninfected โ for now. Survive the nightly conversions and vote out the carriers. Survivors win when every infected player is eliminated.
Each night, immunizes one player (including self). If the infected target your patient that night, the infection fails. On the survivors' side.
Each night, tests one player to learn if they're infected or clean. The survivors' early-warning system โ but a prime target once they speak up.
