Wolf Village

Werewolf Game Strategy: How to Win as a Villager, a Werewolf and the Seer

Good werewolf game strategy starts with counting, not with reading faces. Most games are decided by three rules: when the werewolves win, what a day with nobody out costs, and the vote that comes last. This page explains those rules, then what to do as each role on night 1, on day 1 and in the endgame. Every tactic is tied to the rules Wolf Village runs. The complete rules explain each role.

Try the seer's opening tonight

The three rules that decide most games

1. The count. The village wins when every werewolf is dead. The werewolves win the moment they equal or outnumber everyone else alive. The minion and the fox count as "everyone else", not as werewolves. There are three exceptions. A jester the village votes out wins alone at once, and a fox still alive takes either win, unless they are in love. Lovers from different sides win as the last two alive, and a werewolf in such a pair doesn't count for the pack. The game checks for a winner after each morning's news and each vote, once any hunter has shot. While the roles of the dead are revealed (on by default), the day screen tells you how many werewolves are still hiding.

2. A day with nobody out still ends in a night. If the village can't agree, nobody leaves, and the werewolves attack as usual. So count before you settle for nobody. Look at how many players are alive this morning:

3. The last vote. When everyone else is just one more than the werewolves, a wrong vote loses the game. That is 3 players alive with 1 werewolf, 5 with 2, or 7 with 3. A wrong vote ends the game at once, and a day with nobody out ends it at dawn.

Rules 2 and 3 assume that every attack kills and nobody else dies. A save, the village idiot's card, the witch's poison, the hunter's shot, lovers, the cursed one and the fox can each change the count.

Why votes tie. The vote is a show of hands: on the count of three, everyone points, and someone taps the player with the most votes. The game records only the result. With an even number of hands, or with the werewolves splitting their votes, two players often get the same number. Then the village talks some more and votes again, or lets everyone live. A tie on an odd morning, or at the last vote, helps the werewolves. So name the two players with the most votes and point again between just those two. With a sheriff, the sheriff's vote counts double and breaks ties.

What each role is worth

Wolf Village weighs every card, and the sheriff, by what it is worth to the village, to tell whether a setup is balanced. A villager is worth 1.

RoleWeightWhat it means for strategy
Seer+7the most valuable card in the game, so the werewolves hunt it
Witch+4two potions: one save and one kill
Doctor+3a save each night, by default never the same player twice in a row
Hunter+3a last shot at any death
Sheriff+2a double vote, elected by the village
Mason, Village Idiot+2 eacha trusted pair; a vote that removes nobody
Villager+1a vote and a voice
Jester, Fox−1they play alone
Cupid, Cursed−3lovers die together; the cursed one can join the pack
Minion, Werewolf−6the minion is worth as much to the pack as a werewolf

The seer outweighs a werewolf. So the night is a hunt for the seer, and the day a hunt for the werewolves.

As a villager

Villagers have no power, so their weapons are memory and arithmetic.

As a werewolf

The werewolves know each other from the start. Survive the days, and remove the village's information at night.

As the seer

The seer is worth more to the village than any other card.

What the look shows. Each night you pick one other player, not yourself, and see the answer at once: "is a werewolf!" or "is not a werewolf." Only a werewolf shows as one, including a cursed one who has turned. The minion, the fox and the cursed one (until they turn) all show as "not a werewolf". In Basic none of those roles is dealt, so "not a werewolf" there means a true friend. Your visions stay on your role card: open the game menu and tap Check my role to see them again.

The seer's opening:

As the doctor

The doctor protects one player each night from the werewolves' attack. By default, the doctor may protect themselves, but never the same player two nights in a row, themselves included.

In the Fox setup, the doctor can't protect themselves.

As the witch

The witch has two potions, each for one use in the whole game: a heal and a poison. She may use both in one night. She may heal herself, but she can't poison herself.

As the minion

The minion is a human who wins with the werewolves. The minion knows who they are, but they don't know the minion. In the Fox setup the host's switch is off, so the minion doesn't know them either.

How the minion hides:

The hunter, the sheriff and the rest

Try the seer's opening tonight

Try the seer's opening tonight