Werewolf Game – Online Moderator Tool
A free offline host tool for Werewolf (Mafia): deal secret roles for classic boards, guide the night flow, track deaths, badges and votes, and judge wins in real time. One device, one moderator, no sign-up.
Frequently Asked Questions
Have another question? Let us know.
How do I play Werewolf with this tool?
Choose a board, add seat names, and let the tool deal one secret role to each player. Players pass the device and privately view their own role behind a privacy curtain. Then one player (the moderator, or god) opens the console, which guides the night wake order, registers deaths, tracks the sheriff badge and counts votes. All talking, bluffing and voting happen face to face around the table.
What are the roles in a classic Werewolf board?
Wolves hunt at night and blend in by day. The good camp includes villagers (no power) and gods: the Seer checks one player each night, the Witch holds one antidote and one poison, the Hunter shoots one player when he dies unless poisoned, the Guard protects one player per night, and the Idiot survives a vote-out by revealing his card but loses his vote. Some boards add the Wolf King, a wolf with a dying take-down.
What is the standard 12-player board setup?
The classic 12-player board is 4 werewolves, Seer, Witch, Hunter, Idiot and 4 villagers, always with a sheriff election. Common variants are 3 wolves with 5 villagers (a softer board where the Witch may self-save on night one) and the Wolf King board with 3 wolves plus a Wolf King, Seer, Witch, Hunter and Guard.
What do edge kill and city kill mean?
They are the two wolf victory rules. Under edge kill (the modern competitive standard), wolves win as soon as all god roles are dead OR all villagers are dead. Under city kill (the traditional rule), wolves must eliminate every good player, gods and villagers alike. Agree on the rule before the game; the console counts surviving wolves, gods and villagers and announces when a condition is met.
How does the sheriff election work?
On day one, players who want the badge raise their hands and give campaign speeches; the players who did not run vote to elect the sheriff. The sheriff decides the daily speaking order, and their ballot counts as 1.5 votes. When the sheriff dies, they pass the badge to any surviving player in their last words, or destroy it. This tool records the election, transfers and destroyed badges in the game log.
Can I play Werewolf online with this tool?
No. This is intentionally an offline host tool in the spirit of classic pass-and-play: one device deals the roles and assists the moderator, while the actual game happens in person. There are no online rooms, no matchmaking and no AI opponents, because the heart of Werewolf is live conversation, persuasion and deception with your friends.
How is this different from One Night Ultimate Werewolf?
Classic Werewolf runs over multiple day-night cycles: wolves kill, the table discusses and votes, and the game can last 30 to 60 minutes. One Night Ultimate Werewolf compresses everything into a single night with role-swapping actions and one vote, and it uses an app for the wake order instead of a human moderator. This tool implements the classic multi-night Chinese-community format with boards, sheriff and edge-kill rules.
How many players do I need and how long is a game?
The tool supports 4 to 18 players, with classic boards at 6 (beginner), 9, 10 and 12 players. A 9 or 10 player game usually takes 20 to 40 minutes; a full 12-player competitive game runs about 40 to 60 minutes. You need one volunteer as the moderator, one shared device, and that is all.
Explore Game Details
How to Play Werewolf
Werewolf (also known as Mafia) is a social deduction game for a group with one moderator. Most players are secretly good; a few are secretly wolves who hunt the others at night. This tool is the moderator's assistant: it deals the roles, walks the table through the night, and keeps score of deaths, badges and votes. The conversation, bluffing and voting all happen face to face.
Setup
- Pick a board (role composition). Classic Chinese-community boards: 9 players (3 wolves, Seer, Witch, Hunter, 3 villagers), 10 players (3 wolves, Seer, Witch, Hunter, Guard, 4 villagers) and the standard 12-player board (4 wolves, Seer, Witch, Hunter, Idiot, 4 villagers, always with a sheriff).
- One player is the moderator (called the god) and does not play. Everyone else takes a seat number; seat order is the speaking order.
- Deal one secret role to each player. In this tool each player privately opens the card on the device, memorizes it, and passes the device on.
- Agree before starting whether you play edge kill (wolves win when all gods OR all villagers are dead – the modern standard) or city kill (wolves must eliminate every good player).
The night
The moderator guides the wake order. This tool uses: Guard, then Wolves, then Witch, then Seer, then a silent check on the Hunter. Some tables swap the Witch and Seer order – pick one and keep it all game.
- Wolves open their eyes, recognize each other and choose a victim by hand signs. They may choose an empty knife (no kill).
- Guard protects one player from the attack. Protecting the same player two nights in a row is usually forbidden.
- Witch is shown the victim and may spend the antidote to save them, then may spend the poison on someone. She holds one of each, and can use at most one potion per night.
- Seer checks one player and is told good or wolf by hand signs.
- If the Hunter was poisoned, he loses his gun; any other death lets him shoot.
The day
Dawn reveals the night deaths (or a peaceful night). Players who die on the first night give a last word; later night deaths usually do not. On day one of 12-player boards, candidates run for sheriff; non-candidates elect them. The sheriff fixes the speaking order, votes are counted at 1.5 for the sheriff's ballot, and the badge is passed to another player (or destroyed) when the sheriff dies.
After clockwise speeches, everyone votes. The player with the most votes is exiled and gives a last word. A tie sends the tied players to a PK: they speak again and the table revotes; a second tie usually means no one is exiled.
Special roles
- Hunter: on any death except poison, reveals and shoots one player.
- Idiot: if exiled by vote, reveals and stays in play without a vote; night kills and poison end him normally.
- Wolf King: a wolf who, when exiled (board-dependent), may reveal and take one player down.
Winning
- Good wins when every wolf is dead.
- Wolves win under edge kill when all gods are dead or all villagers are dead; under city kill only when every good player is dead.
Moderator and Table Tips
For the moderator:
- Read each night step aloud exactly as shown and keep the same order every night. A consistent rhythm prevents accidental leaks.
- Confirm the witch's potions, the hunter's gun and the guard's protection limits before game one. Most table arguments come from undeclared house rules.
- Use the death buttons immediately when the table reacts – the log is your memory for last words, badge moves and PK rounds.
- On a tie, make the tied players speak in turn and revote; declare the no-exile rule in advance.
For good players:
- Claim roles early and precisely. A seer who checks and reports every night builds a chain of verified good players (gold water); a fake claim that contradicts the real one is a jump duel the table must resolve by logic.
- Track the kill math. Under edge kill, ask each dawn: are the gods or the villagers closer to extinction? That tells you which deaths matter most.
- Protect information asymmetry: the witch's save, the hunter's gun and the guard's read are hidden assets – spending them early can be worth more than voting first.
For wolves:
- Agree on a story before dawn. Wolves win by controlling the narrative, not by killing fastest; an empty knife that frames a quiet night is often stronger than a risky kill.
- Decide the jump plan in advance: who claims seer, who backs whom, and when the Wolf King self-destructs if your board has one.
About This Werewolf Tool
Werewolf traces back to Mafia, created by Dmitry Davidoff at Moscow State University in 1986 as a psychology-department experiment. Andrew Plotkin adapted it into Werewolf in 1997, and the 2001 French card game The Werewolves of Miller's Hollow carried it into living rooms worldwide. Chinese communities later built the competitive system this tool implements: fixed boards (9, 10 and 12 players), sheriff elections, edge-kill versus city-kill rules, and a rich vocabulary of tactics.
This page follows the classic offline philosophy of the format: the game lives in the conversation at your table, and software can only help with the hidden information. Like a deck of role cards, it deals identities, guides the moderator through the night, and keeps an honest log. It deliberately has no online rooms and no AI players – werewolf is a people game.
Everything runs locally in your browser on a single device. Pass it around during the deal, keep it in the moderator's hands during the game. No accounts, no network play, and no scary artwork – just a cleaner version of passing one phone around the table.
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Werewolf (Mafia) is a traditional social deduction game; Werewolf card games and apps are trademarks of their respective owners. This page is an unofficial, fan-made moderator tool for offline play and is not affiliated with or endorsed by any commercial publisher or app.
