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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

  1. Discussion (2½ minutes). Everyone talks in Town chat. Claim a role (truthfully or not), question people, and build a case.
  2. 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

  1. Coordination (30 seconds). Wolves plan in private; Nobles can talk too.
  2. 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:

  1. Alchemist blocks a player: that player's night action fails.
  2. Chef jails a player: blocks their action and protects them from the kill.
  3. Guard protects a player from the kill.
  4. 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.
  5. 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

RoleAbilityNotes
SheepNoneMost of Town. Your weapons are discussion and your vote.
SeerEach night, learn whether one player is a Wolf.Alchemists and Track Readers read as Wolf. The Wolves' top target once revealed.
GuardEach night, protect one player from the kill.Can't protect themselves. Protection fails if the Guard is blocked.
ChefEach 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 MaidEach night, deliver milk to one player, who learns the Dairy Maid is Town.Proves your innocence to one player at a time.
PriestEach night, learn whom one player actually visited.Sees real visits, not what someone claims. Catches the knife Wolf visiting the victim.
NobleNone, but Nobles know each other.Always two. Private Noble chat; you can vouch for each other.

Wolves

RoleAbilityNotes
WolfVotes on the night kill.Can hold the knife.
AlchemistKill vote, plus block one player's action each night.Block the Seer or Guard to protect the pack.
Track ReaderKill 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:

SetupWolvesTown power rolesSheep
A1Wolf, AlchemistSeer, Guard5
A2Wolf, AlchemistChef, Priest5
A3Wolf, Alchemist2 Nobles5
B1Wolf, Track ReaderPriest, Dairy Maid5
B2Wolf, Track ReaderChef, Dairy Maid5
B3Wolf, Track ReaderPriest, Guard5
C12 WolvesSeer6
C22 WolvesChef6
C32 Wolves2 Nobles5

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.