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Werewolf: Difference between revisions

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<div id="character-details">
<div id="character-details">
<p> <a href="/File:Icon_washerwoman.png" class="image"><img alt="Icon washerwoman.png" src="/images/8/85/Icon_washerwoman.png" decoding="async" width="250" height="250"></a>
<p> [[File:Werewolf.png|200px|center]]
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>
</p>
</p>
<table style="width: 90%; margin: 0 auto;">
<table style="width: 90%; margin: 0 auto;">
<tbody><tr>
<tr>
<td>Type</td>
<td>Type</td>
<td><a href="/Character_Types#Townsfolk" title="Character Types">Townsfolk</a></td>
<td>Demon</td>
</tr>
<tr>
<td>Design</td>
<td>Sybillian</td>
</tr>
</tr>
<tr>
<tr>
<td>Artist</td>
<td>Artist</td>
<td>Aidan Roberts</td>
<td>https://game-icons.net/</td>
</tr>
</tr><tr><td>Updated</td><td>1/09/2026</td></tr></table>
</tbody></table>
<p class="flavour"><br><i>"It is, in fairness, a calming spell of sorts. Just not precisely the kind I once sought out."</i></p><p>
<p class="flavour">"Bloodstains on a dinner jacket? No, this is cooking sherry. How careless."</p><p>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
[[File:BizarreTwilight.png]]
[[File:BizarreTwilight.png|link=https://sybillian.wiki/index.php/Bizarre_Twilight]]
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<h2><span class="mw-headline" id="Summary">Summary</span></h2>
<h2><span class="mw-headline" id="Summary">Summary</span></h2>
<p>"You start knowing that 1 of 2 players is a particular Townsfolk."
<p>"Each night*, choose a player: they die. You start knowing a phrase; if an evil player said it publicly today, kill twice and no deaths may be prevented."
</p><p>The Washerwoman learns that a specific Townsfolk is in play, but not who is playing them.
</p><p>The Werewolf can kill rapidly without being stopped by pesky abilities, but at the risk of evil players revealing themselves.
</p>
</p>
<ul><li>During the first night, the Washerwoman is woken, shown two players, and learns the character of one of them.</li>
<ul><li>On the first night, the Werewolf learns a secret phrase from the Storyteller.</li>
<li>They learn this only once and then learn nothing more.</li></ul>
<li>Any evil player may say the phrase, but it must be in public.</li><li>The phrase being said more than once in a day does not allow the Werewolf to make additional kills.</li></ul>
</div>
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<h2><span class="mw-headline" id="How_to_Run">How to Run</span></h2>
<h2><span class="mw-headline" id="How_to_Run">How to Run</span></h2>
<p>While preparing the first night, put the Washerwoman's <b>TOWNSFOLK</b> reminder token by any Townsfolk character token, and put the Washerwoman's <b>WRONG</b> reminder token by any other character token.
During setup, write a phrase on a piece of paper, or on a phone.
</p><p>During the first night, wake the Washerwoman and point to the players marked <b>TOWNSFOLK</b> and <b>WRONG</b>. Show the character token marked <b>TOWNSFOLK</b> to the Washerwoman. Put the Washerwoman to sleep. Remove the Washerwoman's reminder tokens when convenient.
 
During the first night, wake the Demon. Show this phrase, then put them to sleep.
 
If an evil player says the Werewolf's phrase during the day, put the "SPELL CAST" reminder token on the Werewolf. Each following night, when the Werewolf picks a player, allow them to pick a second time if this happened.
::
<div class="example" style="color: #5d2123; font-style: italic; font-family: GoudyOldStyle;">
<p>The Werewolf's phrase can be any number of words, but 2-5 is usually best. Try to pick something that the Evil players can reasonably work into conversation.
</p>
</p>
</div>
::
</div>
</div>
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<h2><span class="mw-headline" id="Examples">Examples</span></h2>
<h2><span class="mw-headline" id="Examples">Examples</span></h2>
<div class="example">
<div class="example">
<p> Evin is the <a href="/Chef" title=""><span data-role="You start knowing how many pairs of evil players there are." style="font-weight: bold; color:#3297F4;">Chef</span></a>, and Amy is the <a href="/Ravenkeeper" title=""><span data-role="If you die at night, you are woken to choose a player: you learn their character." style="font-weight: bold; color:#3297F4;">Ravenkeeper</span></a>. The Washerwoman learns that either Evin or Amy is the <a href="/Chef" title=""><span data-role="You start knowing how many pairs of evil players there are." style="font-weight: bold; color:#3297F4;">Chef</span></a>.
<p> ---
</p>
</p>
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<h2><span id="Tips_.26_Tricks"></span><span class="mw-headline" id="Tips_&amp;_Tricks">Tips &amp; Tricks</span></h2>
<h2><span id="Tips_.26_Tricks"></span><span class="mw-headline" id="Tips_&amp;_Tricks">Tips &amp; Tricks</span></h2>
<ul><li>The Washerwoman is deceptively powerful. Even though you don't gain information on the evil players, you can confirm the identity of a good player. This player should be your focus for the game, because if they have great information, then you have that information too. If they have a useful ability that they choose to use, you can help them use it wisely.</li></ul></div>
<ul><li>Get your Minions to say the phrase for you! Even if the Good team catches on to what they're doing, they can't trace the spell back to you if you haven't said it.</li><li>Be the only Evil player to utter the spell! If you're the only one saying the phrase, it'll be less obvious that you're casting a spell.</li></ul></div>
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<h2><span class="mw-headline" id="Bluffing_as_the_Washerwoman">Bluffing as the Washerwoman</span></h2>
<h2><span class="mw-headline" id="Bluffing_as_the_Washerwoman">Fighting the Werewolf</span></h2>
<p>When bluffing as the Washerwoman, there are a few things you should keep in mind:
<ul><li>Remember; the Werewolf's phrase can be said by anyone, not just the Werewolf. If several players are using a term or phrase they don't usually, you may have found the Evil team!</li></ul></div>
</p>
<ul><li>You would have received your information on night one, and so should have it from that point onward. You will have been shown two players and one Townsfolk token.</li></ul></div>
</div>
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</div></div>
</div></div>

Latest revision as of 06:58, 1 September 2026

Information

Type Demon
Design Sybillian
Artist https://game-icons.net/
Updated1/09/2026


"It is, in fairness, a calming spell of sorts. Just not precisely the kind I once sought out."

Appears in

Summary

"Each night*, choose a player: they die. You start knowing a phrase; if an evil player said it publicly today, kill twice and no deaths may be prevented."

The Werewolf can kill rapidly without being stopped by pesky abilities, but at the risk of evil players revealing themselves.

  • On the first night, the Werewolf learns a secret phrase from the Storyteller.
  • Any evil player may say the phrase, but it must be in public.
  • The phrase being said more than once in a day does not allow the Werewolf to make additional kills.

How to Run

During setup, write a phrase on a piece of paper, or on a phone.

During the first night, wake the Demon. Show this phrase, then put them to sleep.

If an evil player says the Werewolf's phrase during the day, put the "SPELL CAST" reminder token on the Werewolf. Each following night, when the Werewolf picks a player, allow them to pick a second time if this happened.

The Werewolf's phrase can be any number of words, but 2-5 is usually best. Try to pick something that the Evil players can reasonably work into conversation.

Examples

---

Tips & Tricks

  • Get your Minions to say the phrase for you! Even if the Good team catches on to what they're doing, they can't trace the spell back to you if you haven't said it.
  • Be the only Evil player to utter the spell! If you're the only one saying the phrase, it'll be less obvious that you're casting a spell.

Fighting the Werewolf

  • Remember; the Werewolf's phrase can be said by anyone, not just the Werewolf. If several players are using a term or phrase they don't usually, you may have found the Evil team!