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Werewolf

Werewolf

A friendlier Werewolf with beginner-safe wording and an after-life chat

Players
4–50 players
Play Time
30min-
ABOUT

About Werewolf

A hidden-role deduction game where you find the few hidden "Werewolves" through conversation and voting. During the day, everyone discusses; at night, each role acts. This app is designed to be beginner-friendly: no violent wording, a "Going Home Chat" so eliminated players still have fun, clear summaries of what happened, and no need for a game master — everyone is a player.

GAME FLOW

How to Play

  1. 01

    Opening Night: Role Check

    At game start, everyone confirms their own role. Werewolves learn who their fellow Werewolves are. Lovers see each other. Depending on settings, the Traitor may learn the Werewolves; the Seer may use their power on the first night. No talking allowed at this point.

  2. 02

    Morning: Result Check

    What happened during the night is revealed (someone went home / no one went home / Seer or Medium results, etc.). Players who went home cannot participate but can chat in the After-Life Chat. Whether eliminated roles are revealed depends on settings.

  3. 03

    Day: Discussion & Vote

    Discussion: All remaining players talk. You can lie, and you decide whether to claim a role. Vote: Everyone picks one player (other than themselves) to send home. The player with the most votes goes home.

  4. 04

    Night: Role Actions

    No talking. Each role takes their action (Werewolves choose someone to attack, the Seer picks someone to investigate, the Knight picks someone to protect, the Mob-Uncle picks someone to hug, etc.). Results are shown only to the acting player.

  5. 05

    Hunter's Chance (if applicable)

    Triggered when a Hunter is sent home. The Hunter chooses one player to take down with them. If that player is also a Hunter, the chain continues.

  6. 06

    Game End

    The game ends when either side meets its win condition. All roles are revealed and all chats become viewable.

WIN CONDITION

Win Condition

TERMS

Dokopa Werewolf-specific Terms

ROLES

Role Descriptions

Citizen
  • No ability
  • Find the Werewolves through discussion and voting
Werewolf
  • Pranks 1 person each night
  • Knows who the other Werewolves are from the start
  • Pretends to be a Citizen during the day
  • With multiple Werewolves, only 1 performs the prank each night — that player also picks the target
Knight (a.k.a. Hunter, Bodyguard, Yōjinbō)
  • Protects 1 person each night
  • Protected players don't go home from Werewolf pranks
  • The Knight doesn't know whether protection succeeded
  • Whether they can guard the same person consecutively depends on settings
Seer (a.k.a. Prophet)
  • Investigates 1 person each night
  • Result is "Werewolf" or "Not Werewolf"
  • Citizens, Foxes, and Traitors all appear as "Not Werewolf"
  • Only the Seer sees the result
Medium (a.k.a. Reibōsha)
  • At night, judges those who have gone home
  • Result is "Werewolf" or "Not Werewolf"
  • Only the Medium sees the result
Traitor (a.k.a. Madman, Multiple Personality)
  • No ability
  • Wins with the Werewolf faction
  • Appears as "Not Werewolf" when investigated
  • May know the Werewolves from the start, depending on settings
Lover
  • Set as a pair of 2
  • When one goes home, the other goes home too
  • Lovers know each other from the start
  • They have access to a private Lovers chat
Restaurateur
  • While not at home, has a distinctive food smell in the morning
  • After going home, the smell stops
  • Multiple restaurateurs produce multiple smells
Spiky Kid (a.k.a. Psycho Killer, Psycho)
  • A dangerous role that sends home anyone who uses an ability on them
  • Investigated: the Seer goes home
  • Protected: the Knight goes home
  • Pranked: the Werewolf goes home
  • Hugged: Mob Uncle goes home
  • Spiky Kid themselves only goes home via voting
Hunter
  • When going home, can take 1 person down with them
  • Triggers on day-vote eliminations and night pranks alike
  • If the game ends before the take-down, no one is taken
Mob Uncle
  • Each night, tells someone they're a human
  • Hugs 1 person each night
  • Only the hugged player learns who the Mob Uncle is (feels their warmth)
  • The info isn't shared with everyone
Delusional
  • Has no ability but believes they have a role
  • Performs the same action as Seer / Knight / Mob Uncle (when those roles are on) and gets a result
  • Since it's all delusion, results are random each time
  • Even for the same target, results may differ
  • Using their "ability" on Spiky Kid does not affect them
Fox (Third Faction)
  • Goes home when investigated
  • Doesn't go home from Werewolf pranks
  • Not counted in win-condition comparisons
  • Wins alone if alive at the end
INTERACTIONS

Ability Interactions

Fox interactions

  • Werewolf pranks the Fox: Fox doesn't go home
  • Seer investigates the Fox: Fox goes home

Spiky Kid interactions

  • Werewolf pranks Spiky Kid: Werewolf goes home, Spiky Kid stays
  • Hunter takes Spiky Kid down: Spiky Kid also goes home

Mob Uncle interactions

  • Knight protects / Seer investigates Mob Uncle: they can't learn who the Mob Uncle is, but their ability works. However, if Mob Uncle hugged them that night, they learn who
  • Mob Uncle hugs a Lover: only that player learns who the Mob Uncle is
  • Mob Uncle hugs Spiky Kid: Spiky Kid feels warmth, and Mob Uncle goes home
CREDITS

Credits

System Development
Trickuma
Title Logo & Role Icons
Sai Beppu
UI Design
Sayaka Osanai
Mob Uncle Role Designer
Suzumushi
PLAY NOW

Let's Play.

Play Werewolf for free on the Dokopa app.

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