Werewolf Card Game Print Out

Werewolf Card Game / $13

  1. Werewolf Playing Cards
  2. Werewolf Card Game Print Out Game
  3. Werewolf Card Game Print Out Free
  4. Werewolf Card Game Print Out Sheet

The classic game of deceit has been giving a minimalist makeover thanks to Mathew Sisson. The Boulder-based designer reimagined the party favorite with a deck of tastefully illustrated cards and some fun new characters — shoutout to the village drunk. Each graphic is printed on casino-quality paper and features a black core so your identity remains a secret. The game is best played in a large group so round up the crew and put on your game face, it's time to lie, persuade, and possibly lose some friends while hunting out the werewolf.

Card Size: 2.5' / 3.5'
Deck includes:20 Villagers / 10 Werewolves / 8 Wild Cards / 2 Seers / 2 Doctors / 2 Moderators / 2 Village Drunks / 2 Witches / 2 Alpha Werewolves.

In stock with easy returns.

Aces are your Mafia Queens are your doctors and Kings are your Sheriffs All other cards (2 thru J) are civilians In our case, prepare two aces, 1 Q, 1 K and 4 other cards besides the listed. The mayor will hand each player a card face down to each player. These cards will not be revealed to other players during the game. Setup #2: This is. Werewolf is a unique kind of card game. The aim of the game is to deceive any other players while they try to figure out who has the werewolf card. There are usually three werewolf cards in play during a round, and there may be three werewolf players or some of the werewolves may be in the center of the circle, waiting to be found.

I was taught this game at the World Boardgaming Championships. I was toldit was based on an earlier game called
  1. However, one of the players is secretly a werewolf who is not only working against you, but also knows the word. If you don’t guess the word in time, you can still win by identifying the werewolf! To help you out, one player is the Seer, who knows the word, but has to be careful not be too obvious when helping you figure it out; if the word.
  2. Product Description. Werewolves of Miller's Hollow is a game that takes place in a small village which is haunted by werewolves. Each player is secretly assigned a role - Werewolf, Ordinary Townsfolk or special character such as the Sheriff, the Hunter, the Witch, the Little Girl, the Fortune Teller and so on.
Mafia. The person runningthe game was experimenting with a new character type (a priest). I don'tthink the rules for the priest added much to the game (the priest got tokill one wolf that tried to kill him), and have incorporatedwhat I think is a better way to play the priest in these rules.

Requirements

  • You need someone willing to moderate the game. This person is typicallyreferred to as the Gamemaster or GM.
  • You need a bunch of players. The game won't really work with less than5 players, though more might be needed for a good game. You can play withlots of people. I played with 20 players and the game worked fine.
  • You need table space for the players. They should be sitting arounda table, so that they all have a clear view of each other and can easilytalk to each other.
  • You need a way to randomize who gets to play what type of characterso that only each person knows what type they are. A deck of standardplaying cards will work well for this.

Setup

  1. The players should take their places around the table.
  2. The GM should decide on the number of wolves in the game. You wantto pick a number of wolves so that each side has about a 50% chanceof winning. The players do not need to be told the exact number ofwolves used.
  3. The GM should make a deck of cards using a Queen for the Seer, a Kingfor the Priest, as many Jacks as there are wolves and as many spot cardsas there are normal villagers. The total number of cards should matchthe number of players.
  4. The GM should deal the cards face down to each player. Players shouldlook at the cards. Players may not show the cards to other players.Note that the GM will not know who is who yet, but will find out during thefirst turn's night.
  5. The GM should start the game off going into the first turn's night. Agood idea is to describe some setting before having the players go tosleep. This might include rumors of Werewolves or a peaceful setting tocontrast with the first night's murder.

Daily routine

All of the steps below should be followed every day. Don't let the playersknow the Seer (or Priest) is dead by skipping their nightly action.
  1. The GM announces that the players are to go to sleep. All players stillin the game must close their eyes. It is a good idea to lean back ratherthan forward as less movement is needed when waking up. (Though I did findthis was harder on my neck.)
  2. The GM announces that the wolves should wake up. The wolf players shouldopen their eyes and look around while not making any noise to tip off otherplayers. They should make it clear to the other wolves and the GM that theyare a wolf.
  3. The GM announces that the wolves should pick a victim (even if therearen't any wolves left). Normally the wolves will then, with gestures, picksomeone to kill off. They may not kill off another wolf during their nightturn. If they can't agree, then the GM should picka victim for them (normally using one of the wolves' picks). The victim willbe killed just before morning (after the Seer action for the night). If thisis the first night and there are an odd number of players no victim is chosen.The GM can announce a non-player victim or use some other color to getthe lynchings started.
  4. The GM announces that the wolves should go back to sleep. The wolvesmust now close their eyes.
  5. The GM announces that the Priest should wake up (even if the priesthas already been killed). The Priest should open his eyes and make it clearto the GM he is the Priest.
  6. If this is the second or following night, the GM should remind thepriest which player was lynched the day before and then signal whetherthis player was a wolf (raised claws, snarling expression) or a human(safe sign).
  7. The GM announces that the Priest should go back to sleep. The priest mustnow close his eyes.
  8. The GM announces that the Seer should wake up (even if the Seer has alreadybeen killed). The Seer then opens his eyes and makes it clear to the GM thathe is the Seer.
  9. The GM then announces that the Seer should pick a character tolearn about. The Seer should then point to a living character (includingtonight's intended victim of the wolves) to find out about. The GM shouldthen signal to the Seer whether this player is a wolf or a human.
  10. The GM then announces that the Seer should go back to sleep. The Seermust now close their eyes.
  11. The GM moves by the character that was killed by the wolves (with apossible exception on the first night) and announces that the villagersshould wake up. Everyone should now open their eyes and sit comfortably.
  12. The GM should announce the victim chosen by the wolves.
  13. The players begin an open discussion and must lynch one of the remainingcharacters. Procedurally, someone must make a proposal to lynch a particularplayer, which if seconded by another player will result in a vote. At thispoint a small amount of discussion should be allowed and then the proposedvictim should be allowed to give a final statement in their defense. Thenthe vote should be taken. Normally, the same player shouldn't be voted ontwice in a row (on the same day), nor should the player who made a proposalthat resulted in the vote be allowed to make the next proposal without otherplayers being given a chance to make one first. The votes should be madepublicly and simultaneously. All players must vote (including the proposedvictim). Typically, you might have people have there arms extended readyto give a thumbs up (live) or thumbs down (die) on the count of three. Theplayers should leave their vote indication visible while the votes aretallied. (Note that wolves can vote to lynch other wolves.) If the voteresults in life, discussion and more votes continue until someone is lynched.If the players fail to lynch someone after a long time, the GM can keep thegame moving by calling for nightfall and letting the wolves pick two victims.
  14. Repeat for the next turn until the game ends.

Eliminated players

Players that are eliminated may watch the rest of the game, but should nottalk. They should also not reveal their card. While the GM may ask thespecial characters to do things after the player is dead, this is to keepthe living players unaware of what has happened. Dead players don't get tohelp pick victims or get information about whether players are/were wolvesor humans.

Also once the vote is taken for a lynching, a successfully lynched playeris not allowed to talk any more. If a Seer or Priest wants to spill thebeans, they need to do it before the vote is taken.

Ending the game

The villagers win when all of the wolves have been eliminated. This shouldbe signalled, by having a night where no one is killed. The wolves winwhen the last human has been killed. The wolves will win for sure (unless theylynch each other needlessly), once there are as many wolves as humans. Butthe humans won't know that and you can let them squirm while thinking theystill have a chance. Eliminated players should still be considered winnersif their side won, though winning and living is preferred.

General

There are some interesting strategies that can be used. Wolves should normallykill off Seers and Priests that are bold enough to announce themselves. Othervillagers might pretend to be Seers or Priests (perhaps using informationwhispered to them by other players) to protect the real ones. The wolvesmight pretend to be Seers and Priests. In that case leaving the real Seerand Priest alive and getting the villagers to lynch them is probably betterthan killing them.

Voting

As a theoretical exercise that probably doesn't correspond too closelyto how people play the game, I have found that having the wolves knowwho each other are, shouldn't help them in voting until they have a majorityanyway.

The humans can guaranty a random selection by having someone (evena wolf) publicly roll a die (or some other random process) that indicates whichcharacter should be lynched. Imovie download mac. The humans can then all vote to lynch this person.

The wolves should vote like humans or they will give statistical evidence tothe humans which will point them out. Trying to vote as a block won't helpagainst optimal human play and can point out who they are. The humans caneven use strategies that increase the number of votes to give the wolves morechances to identify themselves.

Information

Based on my preliminary findings, taking out the Seer needs to be toppriority for the Wolves. Also they should take out any players announcedby the Seer as villagers in preference to other villagers (the Seer shouldstill be eliminated first). The Priest shouldn't be that important.Cornered wolves might want to pretend to be a Seer when about to be lynched.You will be able to name several villagers and a false wolf and have somechance of being believed. Even if this doesn't work, it will make declarationsby real seers about to be lynched, less likely to be believed.In general, I think the wolves should get the smaller chance of winning,because of the extra fun of playing a special character that they get.However adding some randomness to the number of wolves may add some funto the game because of the extra uncertainty the villagers have abouthow many wolves are in the game.

I have two programs that provide chances of the wolves winning when thevillages have and don't have a seer. The firstassumes that the seer data is totally available to the villagers, but thatthe wolves don't know who the seer is. The secondassumes that only the seer has the data until he reveals himself (andbecomes the next victim). This is probably a close representation of whathappens in real games. For those of you that can't run perl, I havesample output of the first program andthe second program.

Werewolf Playing Cards

The program uses backtracking, rather than simulation to make the calculation.I have only done minimal error checking of the results and so they shouldbe used with caution.

Preliminary results are that having a seermakes a huge difference. Also note that when the number of players is odd,the seer effectively gets a free shot before starting.

Werewolf Card Game Print Out Game

The first program provides some upper and lower bounds on the wolves chancesof winning. I feel the second program provides a number in the ball parkof the wolves' real chances of winning.

Werewolf Card Game Print Out Free

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Werewolf Card Game Print Out Sheet

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