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Gamehelpwerewolves
Advice to players
- Werewolves:
1. Voting against your partner is an effective way to deflect suspicion from yourself of course, this only works if the townsfolk notice. 2. If someone suspect you being a werewolf, you can pretend to help the villagers to eliminate werewolves. This way less people will suspect you. 3. You can pretend to be extraordinary villagers to find the real ones.
- Ordinary Villagers:
1. This character can be decisive although they have no special powers. 2. Do not campaign to be sheriff.
- The Fortune Teller:
1. Always campaign yourself to be sheriff. Not only it avoids werewolves to be sheriff, but also you can use the sheriff passing to tell the results of the last checking. 2. Be extremely careful if you have discovered a Werewolf. It may be worth the pain of revealing yourself in order to identify the player, but avoid doing this too early. 3. If there is a barkeep, check him on the first night.
- The Witch:
1. This character becomes more powerful at the end of the game – do not waste your potions! 2. You should use the healing potion on the first night to prevent important characters from dying. 3. After you heal someone you should reveal yourself and the saved villager. You can also poison a werewolf to prove yourself to be the witch.
- The Hunter:
1. When you are accused of being a werewolf, it is always wise to try to pass yourself off as the Hunter. 2. When you really need to shoot someone and you are not sure who is the fortune teller, you should not shoot any people who is claimed by fortune tellers. 3. You should not shoot any people who claim to be extraordinary villagers unless you are sure they are not real ones. 4. If there are a lot of people who claim to be ordinary villagers, you can shoot one of them, as werewolves usually claim to be ordinary villagers.
- The Little Girl: A very powerful character, but very nerve-wrecking to play. Don’t hesitate to spy. It may be frightening, but it is necessary to profit quickly before being eliminated.
- Cupido: If you pick yourself as one of the lovers, do not choose a loud-mouth as your partner.
- The Thief:
1. If you choose to be villager, reveal yourself and tell them what cards you saw. 2. If you choose to be werewolf, you can pretend to be the villager you left.
- The Sheriff:
1. Do not hesitate to nominate yourself for the position of Sheriff if you are a extraordinary villager. 2. If you are a werewolf or ordinary villager, do not campaign too openly for the job. 3. Be proud of this position, and wear the card proudly on your clothing.
- The Pyromaniac:
1. If you want to burn on the first night, choose the baker, barber or bailiff. Do not choose the barkeep. 2. If you want to burn later on, you can burn the house with the fortune teller or the little girl. 3. If you are sure that the barkeep is a werewolf, do not burn his house unless there is no other way to eliminate them.
- The Raven:
1. If you think you may die on that night, post the poster to tell who do you think is the werewolf. 2. Don't post on the first day as you may end up killing an extraordinary villager.
Village expansion
(Explanation via Sean Johnson: https://boardgamegeek.com/thread/628194/village-was-nice-place-live-until-werewolves-showe)
The most common building are the farmhouses.
- The farmers elect a sheriff from among the other farmers and
- the sheriff gets two votes during the end of the day phase.
Many of the other village pieces come into varieties: Persistent Powers and one time use powers. Some examples of persistent powers are the Schoolmarm, the bailiff, and the barkeep.
- When the occupant of a building is killed, the bailiff gets to give the building to one of the homeless players.
- The Baker wakes up when the werewolves are just going back to sleep. In this version there is a 25% chance of seeing a Werewolf.
- The barkeep is a unique ability. The barkeep is so popular that he can not be eaten by the werewolves or lynched by the mob, as long as he maintains his popularity. To maintain popularity the barkeep can not vote with the majority that gets someone lynched. However, the bar keep must always cast their vote first.
- The Schoolmarm gets to pick two people who are not allowed to vote.
The one time use powers, can obviously only be used once. If a power is used, and the bailiff later assigns that building to a new person the power comes back. Some examples of these powers are the Lord and barber.
- The barber has the ability to do some vigilante justice by having a shave come a little too close. The barber can turn his token and pick one other player to kill. If the Barber kills a werewolf in this way, then they are a hero and there is no lynching that round. If he is wrong and kills an innocent, then the village automatically lynches the barber.
- The Bonsetter can choose a player and give them back their power if they have used it.
- Once in the game, the Confessor can oblige a player to show him his character card.
- Because of ancient feudal privilege, the Lord may use his token to pardon one person who is about to be lynched (including themselves). If this is used then no one is executed by the village for that round.
There are a few other buildings with persistent and single use abilities, but there is already a description of those on the main entry page for the game.