Before the game
- Choose a setthat suits the table. New players → Blood Moon.
- Players claim housesThis should be done before the game starts.
- Build a role listSee Building a Role List.
- Assign RolesThe game deals them secretly.
Running the night
- Start the Action phasePlayers use their abilities; the Werewolves meet in the Cave.
- When the timer endsthe Resolution phase begins. Abilities are locked in.
- Resolve in orderSee Night Resolution.
- Deliver private resultsEvery investigator learns their result.
- Prepare announcementsMake a mental note of what you will be announcing.
Making announcements
Announce outcomes, never causes. See Announcements. for more info.
The Town is told
- Who died during the night.
- Who had a bleed or ignite applied during the night.
- The role of anyone who died (unless their body was destroyed).
The Town is never told
- What or who caused players to die.
- Any kind of protection (unless Divine Protection when triggered).
Tip
Use simple language that does not reveal information about the cause of events. “Player 3 died during the night”, as this does not reveal the cause of death.
Running the vote
AccusationPlayers vote for who they suspect.
➜ DefencesEach accused player gets a chance to speak.
➜ ExecutionOnly non-accused players votes to execute an accused player.
➜ Death and RevealReveal the executed player’s role.
Game End
The game ends when a faction wins according to their victory conditions. See Factions. for more info on win conditions.
Making rulings
Sooner or later, two abilities will interact in a way nobody expected.
I
Ability text beats keyword text. Specific beats general.
II
Follow the resolution order. Most rulings fall out of it.
III
Be consistent. If you ruled something one way earlier, rule it the same way again.
IV
Rule quickly, explain afterwards. Don’t stop the game for a debate; note it and discuss after.
V
When genuinely unsure, favour the ability’s intent What the role is obviously for.