Can reveal their identity publicly during the day to make their vote count as two votes.
Checks if any of the players who died during the night had a specific aura.
Whether you are Good or Evil, note down who claims what role. Discrepancies in claims are how Werewolves are caught.
Must be the last player standing. They kill one player every single night and are immune to nightly werewolf attacks.
: Douses players in gasoline each night and can choose to ignite them all at once later in the game. wolvesville all roles
Cupid pairs two players together as "lovers" on night one. If one lover dies, the other dies of a broken heart. Lovers must survive together to win, even if they belong to opposing teams. 2. The Werewolf Team (Evil Alignment)
Track who claims what. Lies fall apart quickly when contradictory claims emerge.
The ultimate troll role. The Fool wins instantly if they convince the Village to vote them out during the day trial. Strategy: Act slightly suspicious, push weak logic, but don't overplay it or the Wolves will kill you at night.
Strategy : Traps can dismantle active Werewolves without costing village lives. Trap known high-value targets. Can reveal their identity publicly during the day
Must be the last player standing. They can murder one person every single night and are immune to nightly Werewolf attacks.
: Standard roles that reveal a player's exact role or team.
: Crafts shields or swords at night to give to other players, boosting defense or attack.
The village relies on information and protection to root out the wolves. : Classic roles like the Seer and Discrepancies in claims are how Werewolves are caught
Goal: Eliminate villagers until wolves equal or outnumber non-wolves.
Act slightly suspicious to get lynched, dragging down a vital Villager role with you. Nightmare Wolf
Selects two players on Night 1 to become Lovers. The Lovers form a secret sub-team; if one dies, the other dies of a broken heart. 2. The Werewolf Team (The Deceivers)