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Ultimate Werewolf Custom Rulebook

The Ultimate Werewolf Custom Rulebook outlines the setup, roles, and phases of the game, including detailed actions for each role during the night and day phases. It specifies winning conditions for both villagers and werewolves, as well as guidelines for moderators. Optional rules and a custom role list are also provided to enhance gameplay.

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0% found this document useful (0 votes)
1K views3 pages

Ultimate Werewolf Custom Rulebook

The Ultimate Werewolf Custom Rulebook outlines the setup, roles, and phases of the game, including detailed actions for each role during the night and day phases. It specifies winning conditions for both villagers and werewolves, as well as guidelines for moderators. Optional rules and a custom role list are also provided to enhance gameplay.

Uploaded by

borisseal223
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Ultimate Werewolf - Custom Rulebook

1. Game Setup

Gather players and assign one role card each face down.
Roles are secret; players do not reveal their roles until eliminated or instructed.
Moderator announces which roles are included or keeps the list secret (optional).
Distribute any blank cards as villagers or special roles as you prefer.

2. Roles & Night Order

Each role acts in this order during the night phase (roles that don't act at night skip):

1. Werewolves (including Alpha Wolf, Big Bad Wolf, etc.) - wake and choose victim.
2. Minion - wakes to learn who wolves are.
3. Seers (Seer, Mystic Seer, Apprentice Seer) - investigate players.
4. Bodyguard - chooses someone to protect.
5. Sorceress - tries to identify Seer.
6. Troublemaker, Revealer, Mentalist, Priest - perform special actions.
7. Witch - decides to save or poison a player.
8. Other special roles as needed.

3. Night Phase

Moderator instructs everyone to close eyes.


Calls each role in order to perform their action silently.
Players must keep their roles secret.
At the end of the night, moderator announces deaths (if any).

4. Day Phase

All players open eyes; moderator announces who died.


Dead players reveal their role and are out of the game (no talking).
Players discuss and vote to lynch a suspect.
Player with most votes is lynched and reveals their role.
In case of tie, no lynch or revote as agreed before game start.

5. Role Reveals
Ultimate Werewolf - Custom Rulebook

Reveal only on death or if ability requires it.


Roles remain secret otherwise.

6. Special Rules for Roles

Big Bad Wolf


Can only be killed by lynching; immune to night kills.

Alpha Wolf
Leadership passed to another wolf if Alpha dies.

Hunter
If killed, immediately kills another player.

Bodyguard
One-time protection each night.

Sorceress
Seeks Seer to help wolves target key villagers.

Troublemaker
Can swap two players' roles at night (without seeing them).

Witch
Can save or poison one player per game.

7. Winning Conditions

Villagers win: all werewolves are dead.


Werewolves win: wolves equal or outnumber villagers.
Special win conditions apply for other roles (Tanner, Cult Leader, etc.).

8. Moderator Guidelines

Remain impartial.
Keep secret information private.
Control game flow and timing.
Enforce rules and resolve disputes.
Announce results clearly.

9. Optional Rules
Ultimate Werewolf - Custom Rulebook

Announce roles in game or keep secret.


Allow or disallow role discussion.
Modify tie vote outcomes.
Use blank cards as villagers or create new roles.

10. Custom Role List Included

Moderator, Bodyguard, Hunter, 3 Mason, Seer, Spell Caster, Village Idiot, Witch, Mentalist, Mystic
Seer, Huntress, Revealer, Troublemaker, Tough Guy, Prince, Priest, P.I., Pacifist, Old Hag, Mayor,
Lycan, Ghost, Doppelganger, Diseased, Cupid, Aura Seer, Apprentice Seer, 15 Villagers,
Sorceress, Lone Wolf, Cursed, Alpha Wolf, Wolf Cub, Minion, 12 Werewolves, Hoodlum, 8 Vampire,
Mad Bomber, Tanner, Cult Leader, Drunk, Spell Caster.

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