🐺 Werewolf Game Narrator
Deal secret roles to five or more players and let the phone narrate every night phase, so everyone gets to play and nobody has to sit out as moderator.
How this narrator runs the game
Classic werewolf needs one person to sit out and run the night. Here the phone does that job. Type every player's name, one per line, and tap Deal roles. Pass the phone around; each person taps their own name, reads their role in private and hides it before handing it on. Once everyone has looked, put the phone in the middle of the circle and tap Start the first night. If you leave the read-aloud box checked, the device speaks each line of the script, and the right players open their eyes and tap their choice on screen.
Roles and how many of each
The deal scales with your group. Five or six players get one Werewolf, seven to ten get two, and eleven or more get three. There is always a Seer, and from six players up there's a Doctor. Everyone else is a Villager. Werewolves see who their packmates are when they look at their role card. The Seer learns whether one chosen player is a werewolf each night. The Doctor protects one player, themselves included, and if the wolves pick that person, nobody is taken.
A sample night
Six friends are playing. The phone says, "The lanterns go out one by one. Everyone, close your eyes." Next it calls the werewolves, who open their eyes, point silently at each other, and tap Chris. The Seer is called and taps Dana; the screen answers "Dana: not a werewolf." The Doctor taps Eli to protect. The phone then announces the morning and that Chris was taken in the night. The village talks for a few minutes, votes Frankie out, and the screen reveals that Frankie was a Villager. The next night begins.
How to win
The village wins as soon as every werewolf has been voted out. The werewolves win when their number equals the number of remaining villagers, because at that point they control every vote. When the game ends, the screen reveals every player's role so you can argue about who bluffed best.
Variations
- Quick game: five players and a three-minute limit on each day discussion.
- No reveal: when a player is voted out, keep their role secret. The village has to deduce from behavior alone.
- Silent day: discussion happens only in whispers passed around the circle.
- Video call: one person keeps the phone and shares their screen for night choices while others close their eyes. It works best when everyone keeps their camera on.
Tips for a better game
Tap the screen quietly. The sound of a finger hitting glass can give away where the wolves are sitting, so keep the phone in the exact center and let every player reach toward it during each night step, even if they're only Villagers. The Seer should hold back on the first day; announcing yourself too early usually means the wolves take you next. Villagers should watch who pushes hardest to vote someone out in round one.
A mistake new groups make is talking during the night. Keep silent until the phone says to wake up, or the whole round leaks information. Another is letting eliminated players keep giving hints; once you're out, you can watch but not speak.
When to play
Werewolf shines at game nights with six to twelve people, sleepovers, cabin weekends, camp and holiday gatherings where cousins of every age are around. A full game takes twenty to forty minutes, and groups almost always want a second one right away. Tap Play again, same players, and the app deals fresh roles without retyping any names.
Settling ties and edge cases
If the day vote ends in a tie, most groups revote between only the tied players. If it ties again, tap No one voted out and move to night. When the Seer or Doctor has already been eliminated, the phone still reads their lines so nobody can tell they're gone; just wait a few seconds and tap Next. This keeps the night sounding the same every round.
FAQ
How do you play werewolf without a moderator?
Let the phone narrate. Enter everyone's names, pass the phone so each player privately reads their role, then place it in the middle of the circle. The app reads each night step aloud, the called players tap their choices on screen, and it announces who was taken each morning.
How many werewolves should there be?
A good balance is one werewolf for five or six players, two for seven to ten, and three for eleven or more. This narrator deals those numbers automatically, and adds a Seer every game and a Doctor from six players up.
What does the Seer do in werewolf?
Each night the Seer opens their eyes and chooses one player to investigate. The screen says whether that person is a werewolf. The Seer's challenge is sharing that knowledge during the day without getting targeted by the wolves the following night.
What is the difference between werewolf and mafia?
They are the same social deduction game with different themes. Mafia uses gangsters and townspeople, while werewolf uses a village and wolves. The roles line up closely, so this narrator works for either if your group prefers the mafia names.
How many players do you need for werewolf?
This version needs at least five players and works best with seven to twelve. Below five there isn't enough discussion to hide the wolves; above twelve, days can drag, so set a discussion time limit.
Can the Doctor protect themselves?
Yes, in this version the Doctor may choose themselves. Many groups add a house rule that the Doctor can't protect the same person two nights in a row, which you can agree on before the game starts.