Werewolf
Also known as Mafia.
Werewolf is the village telling of Mafia, the party game Dimitry Davidoff designed at Moscow State University in the mid-1980s. Andrew Plotkin retold it as Werewolf in 1997. This package follows those traditional rules. It is not a commercial edition, and it does not use those editions' names.
The platform is the moderator. It deals the roles, runs the clock, resolves the night, and counts the vote.
Players
Six, seven, or eight players sit one online table. Nine or more is outside this game. Pass-and-play on a single shared screen is outside it too: the roles are hidden, and a shared screen can show a private card.
An empty seat is not filled by a computer player. If someone disconnects, the table waits.
What you are dealt
Everyone receives one secret role.
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Werewolf (default two). You know your packmates. Each night the pack chooses one living player who is not a werewolf.
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Seer (on by default). Each night you look at one other living player. You learn whether they are a werewolf, never their exact role, and never your own card.
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Doctor (on by default). Each night you protect one living player, including yourself, including a werewolf. You cannot protect the same player two nights in a row. If you protected nobody last night, you are free again.
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Villager. You have no night power. You talk and vote by day.
The lobby can set the werewolf count from 1 up to one third of the table, never below 1. At six to eight players that cap is 2. It can turn the Seer or the Doctor off. The seats that remain are Villagers.
Night
The game starts at Night 1. The werewolves may kill on the first night.
Night is simultaneous. Everyone, living or dead, sees the same night screen for the same length of time.
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A werewolf chooses a living non-werewolf. You may change the choice until you lock or the night ends. You see your living packmates' current choices.
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The Seer chooses one other living player.
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The Doctor chooses one living player, within the no-repeat rule.
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Werewolves, the Seer, and the Doctor lock Ready when their choice is the one they want. You may lock with no choice; that action is forfeited.
Night lasts at least 20 seconds and at most 60 seconds. It ends early once the minimum has passed and every living player has locked. Otherwise it ends when the sand runs out. A werewolf's choice that is still showing at the timeout counts. A night action nobody chose is forfeited.
How the night resolves
The pack kills only when more than half of the living werewolves chose the same person. Two werewolves must agree. A split, or too few choices, kills nobody. A single werewolf's choice is enough.
The Doctor's protection is silent. If the Doctor saved the target, dawn says only "Nobody died." Dawn never says that a save happened.
The Seer sees the answer as soon as they choose, while they are still alive, even if dawn will take the Seer or the person they looked at.
Then dawn:
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Or the victim is named. If the table turned role reveal on (the default), the role is named too.
The win check happens immediately. If the werewolves have caught up, there is no day.
Day
One shared clock covers discussion and the vote. The lobby sets it from 2 to 10 minutes. The default is 5 minutes. The first 60 seconds cannot be skipped.
Each living player votes for one other living player, or abstains. Votes are public and update as they change. You may change yours until you lock.
Day ends early once the minimum discussion has passed and every living player has locked. Otherwise it ends when the sand runs out. A selection still showing at the timeout stands. No selection counts as an abstain.
How the vote resolves
The lobby chooses the elimination rule.
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Plurality (the default). The player with the most votes is exiled. A tie for most, or a vote with nobody chosen, exiles nobody.
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Strict majority. A player is exiled only with votes from more than half of all living players. Abstentions count in that half. A tie cannot be a strict majority.
If someone is exiled and role reveal is on, their role is named. Then the win check runs. Otherwise the next night begins.
Death
A dead player is a spectator. They cannot choose, vote, or use the living chat. They do not keep the werewolf notes. Until the game ends they see only roles the village has been shown, plus their own card. When the game ends, every role is revealed.
There is no separate dead-player chat.
Winning
After every death, in this order:
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The village wins if no werewolf is alive.
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Otherwise the werewolves win if the living werewolves equal or outnumber the living villagers, Seer, and Doctor together.
There is no draw. Dead players share their team's result. Every original member of the winning team wins, not only the survivors.
The table
Player tokens are lanterns around a well. The sand clock sits by the well. Your role card is in your own corner. Hold it to read it large.
A gold ring on a lantern is your own night choice. It is not shown on anyone else's screen. Pack choices appear as notes in the werewolf corner, not as marks on the public lanterns. By day, the vote tally is carved on the lanterns, and the plurality leader is marked Leading.
What this screen hides, and what it does not
Another seat's role, the Seer's answer, the Doctor's memory, and the pack's notes live in private hands. They are not drawn on anyone else's board. That is a screen boundary, not an anti-cheat guarantee. A shared display, a screenshot, or a person reading over a shoulder can still see the card.
Etiquette
The game cannot mute a microphone or close a chat.
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At night, do not talk on the table's voice channel. The night is silent.
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Dead players do not speak, and they do not type in the living chat.
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Werewolves may compare choices on the board. A private voice channel exists only when the table itself provides one.
Credits
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Werewolf, Andrew Plotkin, 1997.
Werewolf.