Werewolf Role Cards & Moderator
One phone deals the secret roles and runs the night: pass it round, read the script, let dawn resolve itself
Set the table size, then deal
One moderator holds the phone; everyone else sees their card in turn
- Werewolf×3
- Villager×3
- Seer×1
- Witch×1
- Hunter×1
- Bodyguard×0
How to play
- Pick the player count and deal: One person moderates and holds the phone. Choose 6-12 players and the deck follows the recommended setup; tap Adjust to change wolves and special roles, and set house rules for the win condition, the witch's self-save, step dwell time and the day timer.
- Pass the phone to see your role: The screen says who to hand it to. That player taps Reveal, memorises the card, taps Cover and passes it on. When everyone has seen theirs, the phone goes back to the moderator.
- Moderate night and day: Each night the script wakes the bodyguard, werewolves, witch and seer in order; read the line, tap the seat they point at, then Next. Dawn announces who died and lets the hunter shoot. In the day, run the discussion timer, vote by show of hands and enter the lynch until one side wins.
Rules & variants
Werewolf is a hidden-role party game for two teams. The werewolves kill one player every night and pretend to be villagers by day. The village team has plain villagers plus four special roles: seer, witch, hunter and bodyguard. The village wins when every werewolf is out; the werewolves win when they equal the rest (count rule) or when all villagers or all special roles are out (the 'edge' rule).
This page is a one-phone moderator: the moderator holds no role. Roles are dealt by passing the phone behind a full-screen cover—hand over, reveal, memorise, cover. Once covered, nothing about the role is left on the screen or in the page, and switching apps covers it automatically.
Recommended setups: 6 players 2 wolves, seer, witch, 2 villagers; 7 adds a hunter; 8 has 3 villagers; 9 has 3 wolves, seer, witch, hunter, 3 villagers; 10 adds a villager; 11 adds a bodyguard; 12 has 4 wolves, all four specials and 4 villagers. Wolves must stay under half the table.
Night order is fixed: bodyguard, werewolves, witch, seer, and only the roles in the deck are called. The bodyguard may protect themselves but not the same player two nights running. The werewolves may skip the kill. The witch has one heal and one poison and may use only one per night. The seer checks one player and is told good or wolf with a thumbs up or down.
Roles that are already out still get their night step with the same script and the same dwell time, only with nothing to pick. That way nobody can tell from the moderator's rhythm who has died.
Dawn: a victim who is protected or healed survives, but one who is both protected and healed dies. Poison always kills—the bodyguard cannot stop it. Deaths are announced by seat number only, never by cause. A hunter killed by the wolves or lynched may shoot one player; a poisoned hunter cannot.
Day: discuss with an optional 3, 5 or 8 minute timer that only alerts, then vote by show of hands and enter the lynch, or 'nobody' on a tie. Every lynch asks for confirmation, and any mistake can be undone from the card's corner button.
Beginner mistakes this page prevents: handing the phone on without covering the card, skipping a dead role's night step so the rhythm gives it away, and letting the witch use both potions in one night.
FAQ
Last updated: 2026-09-27 · Saved on this device only






