Werewolf Role Cards & Moderator

One phone deals the secret roles and runs the night: pass it round, read the script, let dawn resolve itself

6-12 players + 1 moderatorWord & Role CardsNo download · No sign-up
9 players
Players9+ 1 moderator
Role cards · 9 players
  • Werewolf×3
  • Villager×3
  • Seer×1
  • Witch×1
  • Hunter×1
  • Bodyguard×0

How to play

  1. 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.
  2. 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.
  3. 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

How do you play Werewolf? Rules for beginners
Werewolf is a hidden-role game where a village hunts the wolves hiding among them while the wolves kill one player each night. Every day the table discusses and votes someone out. Start with 9 players: 3 werewolves, a seer, a witch, a hunter and 3 villagers, plus one moderator reading the script.
Werewolf game setup for 6, 8, 10 or 12 players
Keep the werewolves under half the table and add special roles as the group grows. Six players: 2 wolves, seer, witch, 2 villagers. Eight: 2 wolves, seer, witch, hunter, 3 villagers. Ten: 3 wolves, seer, witch, hunter, 4 villagers. Twelve: 4 wolves, seer, witch, hunter, bodyguard, 4 villagers.
Can the witch save herself in Werewolf?
It depends on the house rule: either never, or only on the first night. This page defaults to never and lets you switch to first-night-only before dealing. The witch also cannot use both potions on the same night.
What happens if the bodyguard protects and the witch heals the same player?
The player dies—protected and healed at once cancels out. A victim survives only if exactly one of the two happens. Poison ignores the bodyguard entirely, and dawn only announces seat numbers, never the cause of death.
What does the Werewolf moderator say? Narrator script
The moderator calls roles in a fixed order: everyone close your eyes, then bodyguard, werewolves, witch and seer wake in turn, and finally everyone opens their eyes for the dawn announcement. This page shows the exact line to read at each step and keeps calling dead roles so the rhythm never gives them away.

Last updated: 2026-09-27 · Saved on this device only