What is One Night Ultimate Werewolf?
One Night Ultimate Werewolf (ONUW) is a fast hidden-role game for 3-10 players that plays in about 10 minutes: one night, one day, one vote — game over. Unlike classic Werewolf there are no eliminations and no multi-day cycles; everyone who starts the game is still there at the reveal.
The twist that makes it special: your role can change during the night. The Robber swaps roles with another player, the Troublemaker swaps two players secretly, the Drunk must trade with the center — so the identity you started with is often NOT the identity you end with. You might spend the day defending the very wolves you're hunting, because you unknowingly became one.
It also needs no human moderator: the night follows a fixed wake order, so the free official app (or this page's wake-order table read aloud) can run the night phase.
Components
- 16 role tiles: Werewolf, Doppelgänger, Minion, Masons, Seer, Robber, Troublemaker, Drunk, Insomniac, Tanner, Hunter, Villager (exact counts per printing vary — check your copy)
- 16 starting role tokens to remember your original role
- Night wake-order cheat sheet
- Free companion app (iOS/Android) that acts as the night caller
Setup
- Choose N+3 role tiles for N players. The pool must keep the game winnable for both teams — see the role pool section below.
- Shuffle and deal 1 tile face down to each player; place the remaining 3 tiles face down in the center of the table. The center tiles are the fuel for every role-swapping ability.
- Everyone secretly peeks at their own tile — this is your STARTING role, not necessarily your final one.
- Pick a night caller (a player or the app) who announces each wake step.
- House rule: nobody may ever show their tile — everything must be said out loud.
The Roles and Night Wake Order
The night runs in a fixed order. Only the called role opens their eyes; everyone else keeps them closed and stays perfectly still.
| Wake | Role | Team | Night action |
|---|---|---|---|
| 0 | Doppelgänger | Copies what it sees | Look at another player's tile and copy that role and team; immediately perform its instant action (Seer/Robber/Troublemaker/Drunk), or wake later along with it |
| 1 | Werewolf | Wolves | Open eyes and see fellow wolves; if no other wolf is present (wolves are in the center), look at 1 center tile |
| 2 | Minion | Wolves' servant | Open eyes and learn who the wolves are; if all wolves are in the center, you know nothing except that you must survive the day |
| 3 | Masons | Village | Wake together (if 2 in play) and recognize each other |
| 4 | Seer | Village | Look at 1 player's tile, or at 2 center tiles |
| 5 | Robber | Village → may turn wolf | Choose a player, swap tiles with them and view your new tile (you may decline) |
| 6 | Troublemaker | Village | Swap two OTHER players' tiles without looking at them |
| 7 | Drunk | Village → uncertain | Must swap your tile with 1 center tile, without looking at what you receive |
| 8 | Insomniac | Village | Look at your own tile to check whether it was changed during the night |
| — | Hunter | Village | No night action; when dead, takes one chosen player down with them |
| — | Tanner | Independent | No night action; WINS by being killed |
| — | Villager | Village | No night action; pure daytime deduction |
The Night Phase
The caller announces each role in wake order: 'Werewolves, open your eyes… Werewolves, close your eyes.' Uncalled players must keep their eyes closed and make no gestures or sounds.
Two things make the night phase the heart of the game: first, only wolves know each other — nobody else learns anything about anyone except through their own action. Second, your FINAL identity is whatever tile sits in front of you when dawn breaks, not the one you started with. Every role swap during the night rewires teams.
The Day Phase and Voting
- Everyone opens their eyes and discusses for 3-5 minutes. You may say anything, including lying — but never show or peek at tiles.
- The caller counts down and all players SIMULTANEOUSLY point a finger at one player. You may not abstain or point at yourself.
- The player(s) with the most votes die and flip their tiles. On a tie, ALL tied players die. If nobody receives more than one vote, nobody dies.
- If a dead player is the Hunter, they immediately pick one player to take down with them.
- Flip all dead players' tiles and resolve the win conditions below.
Win Conditions (Faction Cheat Sheet)
The Hunter belongs to the village; their take-down can flip an outcome (dragging a wolf to death, or accidentally killing the Tanner). The Minion wins or loses with the wolf team — except when no wolves are among the players, in which case the Minion wins solo if any non-Minion player dies.
| Outcome | Village | Wolves | Minion | Tanner |
|---|---|---|---|---|
| At least 1 wolf dies (no Tanner death) | WIN | Lose | Lose | Lose |
| No wolf dies (wolves among players) | Lose | WIN | WIN | Lose |
| All wolves in center, nobody dies | WIN | Lose | Lose | Lose |
| Tanner dies AND at least 1 wolf dies | WIN (shared) | Lose | Lose | WIN (shared) |
| Tanner dies, no wolf dies | Lose | Lose | Lose | WIN (solo) |
| No wolves in play, a non-Minion player dies | Lose | Lose | WIN (solo) | — |
Role Pool Setups (the 'Board')
Role composition matters more than player count. Always include enough Werewolf tiles (2-4) so both 'wolves among us' and 'wolves in the center' scenarios are possible — the uncertainty between those two is where the deduction lives.
Beginner setup for 6-8 players: Werewolf×2, Minion, Seer, Robber, Troublemaker, Drunk, Insomniac, Masons×2, fill the rest with Villagers or a Tanner. Add the Doppelgänger last — it rewires the whole information structure and is the most complex role.
Advanced: Hunter adds death chains, Tanner adds a third team to reason about, and burying a wolf in the center punishes teams that vote carelessly.
How It Differs from Classic Werewolf
| Dimension | One Night Ultimate Werewolf | Classic Werewolf |
|---|---|---|
| Length | One night + one day, ~10 minutes | Multiple day/night cycles, 40-60 minutes |
| Eliminations | None — everyone sees the reveal | Players leave as they die |
| Identity | Can change during the night | Fixed at deal |
| Host | Optional (app or cheat sheet) | Required, with heavy rulings |
| Voting | Simultaneous pointing, ties kill all tied | Round-by-round votes, last words, PK |
| Wolf team size | Usually 1-2 | 3-4 plus special wolves |
Variants and Expansions
- One Night Ultimate Werewolf: Daybreak (2015) — about 11 new roles (Aura Seer, Bodyguard, Prince, Witch and more), playable alone or mixed in
- One Night Ultimate Vampire (2016) — a vampire team with its own night tricks
- One Night Ultimate Alien (2018) — an alien team
- One Week Ultimate Werewolf (2019) — departs from the one-night formula for a longer, board-based variant
One Night Ultimate Werewolf is a trademark of its respective owner. This page is an unofficial rules guide and is not affiliated with or endorsed by the trademark owner.
