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Advice to players

  • Werewolves: Voting against your partner is an effective way to deflect suspicion from yourself of course, this only works if the townsfolk notice.
  • The Fortune Teller: 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.
  • 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.
  • The Hunter: When you are accused of being a werewolf, it is always wise to try to pass yourself off as the Hunter.
  • Cupido: If you pick yourself as one of the lovers, do not choose a loud-mouth as your partner.
  • The Sheriff: Do not hesitate to nominate yourself for the position of Sheriff. But, if you are a werewolf, do not campaign too openly for the job. Be proud of this position, and wear the card proudly on your clothing.
  • Witch: This character becomes more powerful at the end of the game – do not waste your potions!

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.