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One Night Ultimate Werewolf Rules and Reference

What is this game?:

One Night Werewolf is a Werewolf variant that only has one night and one day. It retains that werewolf feel while taking less time, and adding a bit of logic puzzle-like deduction.

Pregame: The GM will select a number of roles to be present in the game, equal to the number of players + 3 extra. Players will be randomly assigned an role, that carries an alignment with it. The roles that are not assigned are put into the Reserve. For example, if there are 7 players, there will be 10 roles in the game, with 3 in the Reserve.

Night: All players will be PMed their starting role. Some players will be asked to perform a night action, which includes things like looking at other players' roles, swapping other players' roles, stealing other players' roles, or looking at roles in the Reserve that no player possesses. Other players with no actions will just be asked to confirm their role. All night action orders sent back will be resolved in the order that the roles are listed in below.
  • Note: A lot of roles can switch other players' roles. If your role is switched, you do not get to view your new role at the end of the night, unless told otherwise. Your new role is all aspects your new role, which could give you a different win condition than the one you started with.

Day: After all Night actions/confirmation are received, the game will enter the Day period for the players to discuss what happened during the night and who they think is a good guy, bad guy, etc. The day will default to 48 hours long (72 hours if more than 8 players), but the players may unanimously vote to end the day early.

At the conclusion of the Day, the players will secretly cast an elimination vote. You must vote for another player, or for "No Elimination". You may send in your vote before the end of the Day or after the end of the Day, and you may change your vote as long as the Day isn't over, or as long as all votes have not been received.

Once a vote is received from every player, the player who has received the most votes is eliminated. If multiple players tie for receiving the most votes, all tied players are eliminated.

- the Villager Team wins if at least one Werewolf is eliminated
- the Werewolf Team wins if no Werewolves are eliminated
- the Tanner wins if the Tanner is eliminated (which causes all others to lose)


But what if... :

- if both Werewolf roles are in the Reserve, the Villagers must instead eliminate the Minion
- if all of the Evil team's roles are in the Reserve, a majority of the players must vote for "No Elimination" for the Village to win.

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One Night Ultimate Werewolf Complete Role List:

These Roles are sorted by the Order of Night Actions; all Night roles will be executed in the order they appear in this list.  
  1. Sentinel - The Sentinel may choose a player and gives their role a Shielded status. During the night, no one may view or move a shielded role, even the player that owns that role.

  2. Doppelgänger - The Doppelgänger must view another player's role. They then become a copy of whatever role they viewed. They will then perform the night action associated with that role immediately (Except for the Insomniac/Revealer/Curator, which happens after those roles' normal action slot). As always, if the night action is optional, the Doppelganger will get the choice to use their new power or not. If they become a Wolf, they will wake up with the other Wolves. If they are a Minion, they will be told who the Wolves are, just like the normal Minion will. If their role is investigated later in the night, it will still show as a Doppelgänger.

  3. Werewolf (Up to two plain Werewolves) - The Werewolves (Including Alpha or Mystic Wolf) will learn each others' identity, or if they are a Lone Wolf. If they are a Lone Wolf, they may view one of the Reserve roles (First, Second, or Third).

  4. Alpha Wolf - When playing with the Alpha Wolf role, an unused wolf role is randomly selected by the GM and put in the Reserve as the Fourth Reserve role. The Alpha Wolf may exchange that Fourth Role with another non-Wolf's role. The Fourth role will be available for other players to view or move just as the other Reserve roles.

  5. Mystic Wolf - The Mystic Wolf may view one other player's role.

  6. Minion - The Minion will learn who the Werewolves are. The Minion wins if the Werewolves win. If the Minion is eliminated and no Werewolves are eliminated, the Werewolves (and the Minion) win. If no players are Werewolves, the Minion wins as long as he is not eliminated.

  7. Apprentice Tanner - The Apprentice Tanner will learn who started the Night as the Tanner, and wins if the Tanner is eliminated. If no other player is a Tanner, the Apprentice Tanner wins if the Apprentice Tanner is eliminated.

  8. Masons - The Masons will learn the identity of the other Mason, or that the other Mason role is in the Reserve. If one Mason is added, the second Mason must be added to the game as well.

  9. The THING - The THING may choose another player. That player is told at the end of the night that the player with The THING started the night as The THING.

  10. Seer - The Seer may look either at one other player’s role or at two roles from the Reserve (you must specific which two roles you want to view: First, Second, or Third).

  11. Apprentice Seer - The Apprentice Seer may look either at one role from the Reserve (First, Second, or Third).

  12. Paranormal Investigator - The Paranormal Investigator may view one or two other player's roles, one at a time. If he views a Werewolf or Tanner role, he stops looking at roles, and becomes a Werewolf or Tanner for the rest of the game. If his role is investigated later in the night, it will still show as a Paranormal Investigator.

  13. Robber - The Robber may choose to rob a player, and switch roles with that player. The Robber views his new role, and is on the team of the role he takes. The Robber can choose to not rob.

  14. Witch - The Witch may view one of the roles in the Reserve. If she does, she must switch that role with another player's role, without looking at the second role.

  15. Troublemaker - The Troublemaker may choose to switch the roles of two other players without seeing the roles.

  16. Village Idiot - The Village Idiot may shift all of the roles in play, except his own or a Shielded role, one slot "up" or "down". Up and Down will be determined by the order that players sign up in.

  17. Aura Seer - The Aura Seer will learn the names of every other player that looked at or moved any role before the Aura Seer's turn in the Order of Night Actions. This does not include the Werewolves faction ability of being told who other Werewolves are.

  18. Drunk - The Drunk must swap out their Drunk role with one of the three Reserve roles (First, Second, or Third). The Drunk does not get to view this new role.

  19. Insomniac: The Insomniac must wake up and view their card (to see if it has changed).

  20. Squire -  The Squire will learn the identity of every player who started the Night as a Werewolf, and the roles that those players currently possess at the time of the Squire's action in the Order of Night Actions. If no players started the Night as a Werewolf, the Squire wins if the Squire is not eliminated at the end of the Day.

  21. Beholder - The Beholder will learn the names of any players who started the Night as the Seer or Apprentice Seer. Additionally, the Beholder will learn the roles those players currently possess at the time of the Beholder's action in the Order of Night Actions.

  22. Revealer - The Revealer may choose a player's role, and that role will be made public upon the start of the Day. If the role is a Werewolf or a Tanner, the role will not be made public, but the Revealer will be told what the role is.

  23. Curator - The Curator may choose a player, including himself, and give that player a random Artifact. That player will view that Artifact at game start, and everyone else will learn that that player has an Artifact, just not what it is. Artifacts are listed below, and once viewed take immediate effect.

That is the full list of roles with Night actions. The following roles have no Night actions.
  • Villager (up to 3 plain Villagers) - The Villager does nothing at Night. The Villager has no special abilities. They win with the Villager team.

  • Hunter - The Hunter does nothing at Night. If the Hunter is eliminated, whoever the Hunter voted for is also eliminated.

  • Tanner - The Tanner does nothing at Night. The Tanner wins by being Eliminated. If the Tanner is eliminated, all other players lose and the Tanner wins. This is the only way the Tanner may win.

  • Dream Wolf - The Dream Wolf does nothing at Night. The Dream wolf is a wolf, wins with the wolves, but does not learn who the other wolves are. Other wolves will know who the Dream Wolf is.

  • Bodyguard - The Bodyguard does nothing at Night. At the end of the Day, the Bodyguard's vote does not count when determining who has been eliminated. Instead, whoever the Bodyguard votes for is protected from elimination by voting.

  • Prince - The Prince does nothing at Night. Elimination votes for the Prince do not count when calculating who is eliminated.

  • Cursed - The Cursed does nothing at Night. By default, the Cursed wins with the Villager team. However, if any Wolf votes for the Cursed, the Cursed will become a Werewolf and join the Werewolf team.
Role Pictures (If you want to make avatars for claims in the Day phase):

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List of Artifacts:
  • Claw of the Werewolf - You are now a Werewolf, with no additional abilities.
  • Brand of the Villager - You are now a Villager, with no additional abilities.
  • Cudgel of the Tanner - You are now a Tanner, with no additional abilities.
  • Void of Nothingness - No Effect.
  • Mask of Muting - You may only post in the thread images or gifs. These images may not contain any letters or numbers. If you break this rule, you exit this game with a loss.
  • Cap of Copying - You may only post in the thread quotes of entire posts that other people have made. You may not quote posts of less that 10 words. If you break this rule, you exit this game with a loss.
  • Bow of the Hunter - You are now a Hunter who wins with the Village.
  • Cloak of the Prince - You are now a Prince who wins with the Village.
  • Sword of the Bodyguard - You are now a Bodyguard who wins with the Village.

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ONUW Games Played:

Game 1
Game 2
Game 3
Reply

FYI, I spent some time updating these rules this week because I'm super interested in running a few of these games again, once WW49 is good and underway.

I added a bunch of expansion roles, but I don't plan on pitching the craziest possible games to start with. Of course, unless that is what people want.
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And if there is a tie in the vote, all players involved in the tie are eliminated?
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(March 28th, 2015, 08:40)BRickAstley Wrote: At the conclusion of the Day, the players will secretly cast an elimination vote. You may send in the vote before the end of the Day, or after the end of the Day. Once a vote is received from every player, whoever has received the most votes is eliminated.

(October 23rd, 2020, 13:10)NobleHelium Wrote: And if there is a tie in the vote, all players involved in the tie are eliminated?

Yes. I will add that clarification into the rules.
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