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Werewolf: Difference between revisions

From Sybillian's Clocktower

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</p><p>The Werewolf can kill rapidly without being stopped by pesky abilities, but at the risk of evil players revealing themselves.
</p><p>The Werewolf can kill rapidly without being stopped by pesky abilities, but at the risk of evil players revealing themselves.
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<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>
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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.
 
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During the first night, wake the Demon. Show this phrase, then put them to sleep.
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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.
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Revision as of 06:47, 1 September 2026

Information

Type Demon
Design Sybillian
Art https://game-icons.net/


"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.

Examples

Evin is the <a href="/Chef" title="">Chef</a>, and Amy is the <a href="/Ravenkeeper" title="">Ravenkeeper</a>. The Washerwoman learns that either Evin or Amy is the <a href="/Chef" title="">Chef</a>.

Tips & Tricks

  • 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.

Bluffing as the Washerwoman

When bluffing as the Washerwoman, there are a few things you should keep in mind:

  • 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.