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Rules and roles
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The teams
- Town (7 players): find and vote out both Wolves.
- Wolves (2 players): survive until Wolves equal or outnumber Town.
You know your own role. Wolves know each other, and Nobles know each other. Nobody else's role is known until they die, and every death publicly reveals the player's role and team.
Day
- Discussion (2½ minutes). Everyone talks in Town chat. Claim a role (truthfully or not), question people, and build a case.
- Vote (45 seconds). Each living player votes for one player or skips. A player is eliminated only with a strict majority of living players (5 of 9, 4 of 7, 3 of 5). A tie or anything short of a majority means nobody is eliminated.
Night
- Coordination (30 seconds). Wolves plan in private; Nobles can talk too.
- Actions (45 seconds). Each role with an ability picks a target. Nobody can target themselves. Wolves can't target Wolves for the kill.
Actions resolve in this order:
- Alchemist blocks a player: that player's night action fails.
- Chef jails a player: blocks their action and protects them from the kill.
- Guard protects a player from the kill.
- The Wolf kill: the pack votes on a target and, separately, on which Wolf performs it (the "knife"). Each is decided by plurality, with ties broken at random. The kill fails if the knife Wolf is blocked or the target is protected.
- Information: the Seer, Track Reader, Dairy Maid and Priest get their results. A blocked player gets no result.
Winning
- Town wins when both Wolves are dead.
- Wolves win when living Wolves equal or outnumber living Town.
- Draw: nobody has won after eight nights.
Every member of the winning team wins, including those who died along the way.
Roles
Town
| Role | Ability | Notes |
|---|---|---|
| Sheep | None | Most of Town. Your weapons are discussion and your vote. |
| Seer | Each night, learn whether one player is a Wolf. | Alchemists and Track Readers read as Wolf. The Wolves' top target once revealed. |
| Guard | Each night, protect one player from the kill. | Can't protect themselves. Protection fails if the Guard is blocked. |
| Chef | Each night, jail one player: it blocks their action and protects them. | Jailing a Wolf can stop the kill if that Wolf holds the knife. |
| Dairy Maid | Each night, deliver milk to one player, who learns the Dairy Maid is Town. | Proves your innocence to one player at a time. |
| Priest | Each night, learn whom one player actually visited. | Sees real visits, not what someone claims. Catches the knife Wolf visiting the victim. |
| Noble | None, but Nobles know each other. | Always two. Private Noble chat; you can vouch for each other. |
Wolves
| Role | Ability | Notes |
|---|---|---|
| Wolf | Votes on the night kill. | Can hold the knife. |
| Alchemist | Kill vote, plus block one player's action each night. | Block the Seer or Guard to protect the pack. |
| Track Reader | Kill vote, plus learn one player's exact role each night. | Wolves and Sheep both read as "vanilla". |
The nine setups (NewD3)
Every game secretly uses one of these, always with two Wolves:
| Setup | Wolves | Town power roles | Sheep |
|---|---|---|---|
| A1 | Wolf, Alchemist | Seer, Guard | 5 |
| A2 | Wolf, Alchemist | Chef, Priest | 5 |
| A3 | Wolf, Alchemist | 2 Nobles | 5 |
| B1 | Wolf, Track Reader | Priest, Dairy Maid | 5 |
| B2 | Wolf, Track Reader | Chef, Dairy Maid | 5 |
| B3 | Wolf, Track Reader | Priest, Guard | 5 |
| C1 | 2 Wolves | Seer | 6 |
| C2 | 2 Wolves | Chef | 6 |
| C3 | 2 Wolves | 2 Nobles | 5 |
What gets revealed narrows the setup down. For example, a dead Alchemist means A1, A2 or A3, and a true Priest claim means A2, B1 or B3.