Their task
The werewolves are the other side. They win when they are at least as many as everyone else still alive. About one player in four is a werewolf, at least one. The werewolves know each other: when the roles are revealed, every wolf sees who else is in the pack.
At night
The werewolves pick a victim together. Each wolf taps a player on their phone, and the pack sees whom the others picked. In the end the pack’s majority counts. If it is a tie, nobody dies that night, so better agree.
In Whowolf’s night the hunt always lasts the same time, however fast the pack agrees. So even a quick pack gives nothing away. With door signs, the pack may also enter one spotted sign per night. If it is right, that person also dies with a 50 percent chance.
By day
By day the werewolf is an ordinary villager, or at least pretends to be:
- Join in, don’t hide: whoever stays silent looks suspicious.
- Steer suspicion, but not too obviously.
- Sacrifice a packmate if you must: voting against a wolf makes you look innocent.
The most dangerous opponents
The seer can unmask a wolf, the witch can save the victim, and the hunter can take a wolf with him when he falls. A wolf whom cupid makes fall in love with a villager no longer plays for the pack, but with their partner.


