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Tips werewolves

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Advice to the Players (By Character)


  • Voting against your partner is an effective way to deflect suspicion from yourself. Of course, this only works if the townsfolk notice.
  • If someone suspects you being a werewolf, you can pretend to help the villagers to eliminate werewolves. This way less people will suspect you.
  • You can pretend to be extraordinary villagers to find the real ones.
  • Remember when there is Cupido, there may be renegades among you, so watch out for those who ask for your partners to be eliminated!

Ordinary Villagers:

  • This character can be decisive although they have no special powers.
  • Do not campaign to be sheriff.

The Fortune Teller:

  • 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.
  • Tell others who you will check if you are the sheriff. If good pass to target, else pass to someone else.
  • 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.
  • If there is a barkeep, check him on the first night.

The Witch:

  • This character becomes more powerful at the end of the game – do not waste your potions!
  • You should use the healing potion on the first night to prevent important characters from dying.
  • 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:

  • When you are accused of being a werewolf, it is always wise to try to pass yourself off as the hunter.
  • 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.
  • You should not shoot any people who claim to be extraordinary villagers unless you are sure they are not real ones.
  • 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.


  • If you pick yourself as one of the lovers, do not choose a loud-mouth as your partner.

The Thief:

  • If you choose to be villager, reveal yourself and tell them what cards you saw.
  • If you choose to be werewolf, you can pretend to be the villager you left.

The Sheriff/Captain:

  • Do not hesitate to nominate yourself for the position of Sheriff if you are a extraordinary villager.
  • If you are a werewolf or ordinary villager, do not campaign too openly for the job.
  • Be proud of this position, and wear the card proudly on your clothing.

The White Werewolf:

  • You can pretend to be the witch and say you will try to poison a werewolf. Then you eliminate one. If the witch also used the poison, you can say you accidentally poisoned the wrong one.
  • If you are a barber, you can use this chance to eliminate a werewolf.

The Pyromaniac:

  • If you want to burn on the first night, choose the baker, barber or bailiff. Do not choose the barkeep.
  • If you want to burn later on, you can burn the house with the fortune teller or the little girl.
  • 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:

  • If you think you may die on that night, post the poster to tell who do you think is the werewolf.
  • Don't post on the first day as you may end up killing an extraordinary villager.

For those So-called Theories

  • There are some so-called theories among players, eg:
  • The fortune teller theory: If the fortune teller dies on the first night, the person to his right is usually a werewolf.
  • The pyromaniac theory: If the pyromaniac burns and fails to burn a werewolf, the person to the right of the burner is usually a werewolf.
  • In my opinion, those theories are usually false logic. They might be events of large probability, but they are not reliable as they are usually based on conclusion rather than in game progress.
  • Therefore, I highly not suggest any player to believe in any of the above theories.

Language Between Players

  • ww: Werewolves
  • ov: Ordinary Villager
  • ev: Extraordinary Villager
  • ft: Fortune Teller
  • lg: Little Girl
  • cupid: Cupido
  • cap: Captain/Sheriff
  • www: White Werewolf
  • pyro: Pyromaniac
  • vaga: Vagabonds
  • cow: Farmers
  • shield: Lord
  • bt: Bartender
  • claim: Tell your role to others
  • shave: Barber eliminate a villager

Common House Rules

  • Thief must take Werewolf if possible (or has to swap)
  • Secret lovers
  • No talk at night (or without game info) or spamming
  • Silence when hunter shoots
  • No host-killing first night
  • Anyone who violates the rules are red thumbed

All above content edited by User: Ariel Friedrich Gauss


I see a lot of new hosts lately, and some who don't know about some features, so I want to write up a guide for hosting. Some is just my opinion, so take what you find useful, modify as you wish, and host well!


This is the first thing you do, everyone will do it different.

Players: Recommendation is either 12p or 8p (some suggest 9) Any other number will be unbalanced.

Speed: often overlooked, but you should use FAST speed

Table restrictions - most people limit to average and above. If you do allow beginners, I suggest making sure they at least can and WILL communicate with the players at the table, (I also recommend using the language restriction) and don't allow more than 1 or 2.

Reputation: given the nature of the game, I suggest no restriction or 50%. Lots of good players have their rep score cratered because they play WW.

Roles: Everyone will argue about which to use, but the rules and guidelines I have found suggest that special roles be equal or less than the number of wolves.

I STRONGLY suggest using captain to alleviate BGA bugginess. It gives players time to get the table to load. It really sucks when you miss your turn as FT or thief because the table wouldn't load and the game went straight to n1. Witch CAN be used in village with no other evs except raven or cupid (with a self-love house rule).

I personally never use more than one of hunter(w raven)/pyro(w raven)/witch. I find these to be more balanced than the typical hunter/pyro/thief settings.

I personally never use thief because even with a "take ww" house rule, too many games end up with only 2 wws.

I also suggest switching role settings from game to game to add variety.

You also need to consider your house rules when setting roles. Thief and Cupid are the roles you most often need to set house rules for, so you need to decide what you will do if you plan to include them, and make appropriate adjustments to rule inclusions, for game balance, e.g "thief take ww."

Cupid in love alleviates any other cupid house rule, and helps balance the game by effectively not allowing cupid to claim, and more often seems to create a third team of ww/cupid than traditional use.

I know I'm in the minority on role settings, but these are my opinions and my reasons for using them, backed by experience of hosting hundreds of games. I hope you'll consider them.

If you have unusual house rules, you should put something in the presentation box (Below the roles list - click 'modify') when setting up the table.


There's more to being host than just being able to choose the settings and make the house rules. You have taken on the responsibility of creating a game for 11 other people. Now you need to find them.

USE THE SUGGESTION LIST: below the list of players at the table, is an icon that says "xx players available for this game". Click that and you will get a list of players who have WWs in their favorite games. Using this list sends a notification to the player.

DO NOT USE INVITE UNLESS YOU ALSO MESSAGE THAT PLAYER. Invitations do NOT give the player a notification, so most of the time they will never know you invited them.

You can also use the 'Discuss' button in a WW group, or the 'General Chat' to advertise your table.


You should post your house rules while waiting for people to accept. Especially if you have unusual house rules - don't trap people into a game they don't want to play. BE PATIENT ... this BGA, which stands for Buggy ... people may need to refresh multiple times before they can accept. BE FIRM .. you are the host, YOU make the choice on how long to wait .. if others decline because they don't want to wait 30 seconds, consider expelling them (after a warning). It usually takes time to fill a table, so give everyone time to accept. 60-90 seconds is reasonable, without being excessive. Don't rely on the offline indicators - they are notoriously inaccurate.


Keep your house rules simple and concise. The longer your HR post, the more likely it is to be ignored.

While killing the host n1 is generally rude, if you have a Token like Bailiff, Confessor, Barber, or Bonesetter or are Captain you are a valid target for the wolves, and should stick around even if you are killed n1.


Give everyone time to accept. The other players are quite likely to be conducting postmortem for the previous game.

Again, don't rely on the offline indicators - they are notoriously inaccurate. Also, if BGA indicates a player is in another game, THIS IS NOT NECESSARILY TRUE - it will show that way if they are WAITING at another table as well. If you are waiting on only a few players, try to PM them before expelling. Also, a neat trick is to start the game and then decline immediately .. this removes players who haven't accepted, without blocking them from rejoining (hat tip: Monyan).

HAVE FUN. Hosting can be enjoyable, as you get to experiment with different settings, but you're also taking on a RESPONSIBILITY to the other players to provide a fair game and a fun environment.

Hosting guide originally by Razz (talk)