The two sides
- The village wins when no werewolf is left alive.
- The werewolves win when they are at least as many as the other living players.
Everyone who is not a werewolf belongs to the village, the seer included. Each player sees their role only on their own phone. The werewolves also learn who else is in their pack. Everyone else has to figure it out.
In the game now
The test version has three roles. The app deals them to fit the number of players: one werewolf up to 4 players, roughly every fourth player from 5 players on, and a seer from 4 players. Everyone else is a villager.
Villagers have it hard: they know nothing and still have to vote right. Their weapon is attention. Who talks too much, who too little, and who had suspiciously few sheep last night?
Werewolves hunt together at night. By day they have to blend into the discussion, steer suspicion elsewhere and, if need be, sacrifice a packmate to stay believable.
The seer is the wolves’ most dangerous opponent. Every night she gains one piece of certain knowledge. Reveal herself too early and she is the next victim. Stay quiet too long and her knowledge helps nobody.
Planned
Witch, hunter, cupid and protector are roles many people know from werewolf rounds, and they come next. Their names and texts in Whowolf are written from scratch.
Only in Whowolf (ideas)
Trail layer, listener and silent paw play with the planned wolf trail, the quiet sounds that come from the phones at night. They only exist because in Whowolf everyone has their own phone in front of them. Exactly how they work will be tried out in test rounds.
Role and figure are two things
The cardboard figures on this page show the roles. In the app, everyone also picks a figure as their look, such as the maid or the grey wolf. That figure says nothing about the role: the grey wolf can be a villager and the maid a werewolf.










