The werewolf game: rules, roles and a free role dealer
Werewolf game rules, roles and a moderator script for 7 to 20 people. Type the names below and deal the roles in one tap.
Werewolf role dealer
For the moderator's eyes only. Don't share your screen.
2 werewolves, Seer, Doctor, 5 villagers
Werewolf is a party game of bluffing and deduction. A few players are secretly werewolves, everyone else is a villager, and the village has to vote the wolves out before the wolves pick them off one night at a time. It needs no board, plays well on a video call, and works for any group that likes to argue a little. It plays the same way as Mafia, which is why you will see it called mafia werewolf, and boxed card versions are sold, but you don't need cards: the dealer above does the job.
Werewolf game rules: how to play
One moderator, at least five players, about 30 minutes. The game alternates between night and day.
- Pick a moderator. They don't play. They run the night, keep the secrets and count the votes.
- Deal roles in secret. Each player learns only their own role. Use the dealer above or folded paper slips.
- Night falls. Everyone closes their eyes. The moderator wakes each role in turn: the wolves pick a victim, the Doctor protects someone, the Seer checks someone.
- Morning comes. Everyone opens their eyes. The moderator names who the wolves got, or says the Doctor saved them. That player reveals their role and sits out.
- The village talks. Everyone argues about who seems suspicious. Wolves join in and lie. Anyone can nominate a player.
- The village votes. The player with the most votes is out and reveals their role. On a tie, nobody goes.
- Repeat. Night, morning, talk, vote, until one side wins.
The village wins when every werewolf is out.
The werewolves win when there are as many wolves left as everyone else.
Werewolf roles explained
Start with werewolves, a Seer, a Doctor and villagers. Add the Hunter and Witch once your group knows the basics.
- WerewolfWakes with the other wolves each night and picks one player to eliminate.
- VillagerNo night power. Talks, reads the room and votes.
- SeerEach night, picks one player and learns whether they are a werewolf.
- DoctorEach night, protects one player. If the wolves chose them, nobody is out.
- HunterWhen eliminated, immediately takes one other player out too.
- WitchSees the wolves' target. Once a game can save them, and once can eliminate someone.
Tips for each role
- Seers: don't reveal yourself on day one. The wolves will get you that night.
- Doctors: you can protect yourself, but most groups ban the same pick two nights running.
- Witches: save your poison for a player you're sure about.
- Hunters: if you're voted out, take the player who pushed hardest for it.
How many werewolves? Roles for 7 to 20 players
Use about one werewolf for every four players. This is the mix the dealer's Auto setting uses with the suggested specials.
| Players | Wolves | Specials | Villagers |
|---|---|---|---|
| 7 | 2 | Seer, Doctor | 3 |
| 8 | 2 | Seer, Doctor | 4 |
| 9 | 2 | Seer, Doctor | 5 |
| 10 | 2 | Seer, Doctor, Hunter | 5 |
| 11 | 3 | Seer, Doctor, Hunter | 5 |
| 12 | 3 | Seer, Doctor, Hunter | 6 |
| 13 | 3 | Seer, Doctor, Hunter, Witch | 6 |
| 14 | 3 | Seer, Doctor, Hunter, Witch | 7 |
| 15 | 4 | Seer, Doctor, Hunter, Witch | 7 |
| 16 | 4 | Seer, Doctor, Hunter, Witch | 8 |
| 17 | 4 | Seer, Doctor, Hunter, Witch | 9 |
| 18 | 4 | Seer, Doctor, Hunter, Witch | 10 |
| 19 | 5 | Seer, Doctor, Hunter, Witch | 10 |
| 20 | 5 | Seer, Doctor, Hunter, Witch | 11 |
Fewer than 7? Play with one wolf and a Seer from 5 players. Wolves winning too often? Drop one wolf or add the Doctor.
Werewolf moderator script
Read it word for word your first time. Skip any role that isn't in play, and use the same slow voice for every role so nobody can guess who moved.
Night
- 1.“Night falls on the village. Everyone, close your eyes.”
- 2.“Werewolves, open your eyes. Look around: these are your fellow wolves. Silently point at one player. … Werewolves, close your eyes.”
- 3.“Doctor, open your eyes. Point at the player you want to protect tonight. … Doctor, close your eyes.”
- 4.“Seer, open your eyes. Point at a player you want to check. (Thumbs up for a wolf, thumbs down if not.) … Seer, close your eyes.”
- 5.“Witch, open your eyes. This is who the wolves chose. Thumbs up to save them. Point at someone to use your poison. … Witch, close your eyes.”
Day
- 1.“Morning, everyone. Open your eyes.”
- 2.“Last night the wolves came for Sam. Sam, reveal your card. (Or: everyone woke up safe.)”
- 3.“You have five minutes to find a werewolf. Go.”
- 4.“Time's up. Who do you nominate? … On three, point at the player you want out. One, two, three.”
- 5.“The village has spoken. Marco, reveal your card. Night falls again.”
How to play werewolf on Zoom or Teams
Werewolf works well online because a private chat is a perfect secret whisper. The moderator needs host controls.
- The moderator hosts the meeting. Turn on private chat in the meeting settings so players can message the moderator.
- Deal, then message each role. Use the dealer above and send every player their role in a private chat. Tell each wolf who the other wolves are.
- Night means cameras off. Everyone turns off video and mutes. The moderator calls each role out loud.
- Wolves meet in a breakout room. Send them to a breakout room for 60 seconds to agree on a target. No breakout rooms? Start a group chat with just the wolves in Slack or Teams.
- Specials answer in private chat. The Doctor and Seer message the moderator a name. The moderator replies to the Seer: wolf or not a wolf.
- Day means cameras on. Talk it out, then vote all at once: everyone types a name in chat on "3, 2, 1, vote."
- Out players go dark. Camera off, muted, but they can keep watching the chaos.
Official breakout room guides: Zoom, Microsoft Teams and Google Meet.
Werewolf variants and house rules for work
Many werewolf games, from party apps to boxed sets, are this core game with a twist. Pick one twist per session.
- Mafia. The same game in a city: the wolves are the mafia and the Seer is a detective.
- Peaceful first night. Wolves only meet on night one, so nobody sits out in the first five minutes.
- Closed roles. Out players don't reveal their role. Much harder for the village.
- Speed werewolf. Three-minute days with a visible timer. Fits a 20-minute slot.
- One night only. Everyone gets a role, there's one night, then a single vote. Nobody is out until the end.
- Office werewolf. Rename the roles: the wolves are saboteurs, the Seer is IT, the Doctor is HR. Same rules, more laughs.
- Two villages. Over 20 players, split into two rooms with a moderator each and play side by side.
Keeping it fun with coworkers
- Keep a game to 20 or 30 minutes, then deal again. Short games mean nobody sits out for long.
- Say it up front: lying is the game. Nothing said in a round counts after it.
- Accuse people for what they did in the game, never for real work.
- Give out players a job, like counting votes, so they stay in it.
- Rotate the moderator. It's a great seat for people who hate bluffing.
Want a mystery that needs no moderator? Try our free printable murder mystery game or the free online escape room, both made for teams at work.

