ultimate werewolf versions v2014!02!04 (3)

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Total: 115 Pkg: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Base Orig 78 95 12 14 13 13 13 13 13 10 15 13 13 12 13 13 13 Role Joebert Zaide Mirko Bojadzije Azzedar Sarah Jeong Sanjana Bainath Nick Nestor Witek Jogurcik John Stone Brianna Parker Chris Aryanto Erica Leveque Debbie Ridpath Klemens Franz George Patsoura Doris Matthaus Cards in Art Packs but not in base game Amulet of Protection 0 1 WAS in 2 NEW Cards for BASE game Alexander/Kimb/Blockch Blockchain 1 Kimb Alpha Wolf 1 Blockchain/Alexander/K 1 Dr Helgo (Narcissist1) 1 Dr. Boom 1 Father Time (Timer) 1 Artist for Father Time Hackmaster (Narcissist 1 Huntress 1 Jacole/Teria (Narcissi 1 Teria Kimb/Alexander/Blockch Blockchain Alexander 1 Magician 1 Was in 2008 Set as a Differe Mentalist (Narcissist4 1 Mo T. Le'Sav/Tom Vasel 1 Ralph (Timer) 1 Revealer 1 Sam (Timer) 1 Teria/Jacole Jacole 1 Time Bandit (Timer) 1 Tom Vasel/Mo T. Le-Sav Mo T. Le-Sav Back the Dice Tower Kickstarter at promo leve 78 Base level cards Blank Cards 5 Seer 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 Werewolf 12 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 Villager 15 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 Vampire 8 1 Roles Apprentice Seer 1 1 Aura Seer 1 1 Bodyguard 1 1 Cult Leader 1 1 Cupid 1 1 Cursed 1 1 Diseased 1 1 Doppelganger 1 1 Drunk 1 1 1 Ghost 1 1 UW:Deluxe Kickstarter lexander in BP, Kim ase, Teria (Vanity3 lexander in BP, Kim le as Tom Vasel card from The Dice Tower Kickstarte ase, Teria (Vanity3

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Page 1: Ultimate Werewolf Versions V2014!02!04 (3)

Total: 115 Pkg: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 Old BaseBase Orig 78 95 12 14 13 13 13 13 13 10 15 13 13 12 13 13 13 13 78 78

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Cards in Art Packs but not in base gameAmulet of Protection 0 1 WAS in 2013 Set 1 1NEW Cards for BASE gameAlexander/Kimb/BlockchainBlockchain 1 Kimb 0 0Alpha Wolf 1 0 0Blockchain/Alexander/Kimb 1 0 0Dr Helgo (Narcissist1) 1 0 0Dr. Boom 1 0 0Father Time (Timer) 1 Artist for Father Time 0 0Hackmaster (Narcissist2) 1 0 0Huntress 1 0 0Jacole/Teria (Narcissist3) 1 Teria 0 0Kimb/Alexander/BlockchainBlockchain Alexander 1 0 0Magician 1 Was in 2008 Set as a Different card 0 0Mentalist (Narcissist4) 1 0 0Mo T. Le'Sav/Tom Vasel 1 0 0Ralph (Timer) 1 0 0Revealer 1 0 0Sam (Timer) 1 0 0Teria/Jacole Jacole 1 0 0Time Bandit (Timer) 1 0 0Tom Vasel/Mo T. Le-Sav Mo T. Le-Sav Back the Dice Tower Kickstarter at promo level ($50) 0 078 Base level cardsBlank Cards 5 2 2Seer 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 2Werewolf 12 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 8 8Villager 15 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 20 20Vampire 8 1 4 4RolesApprentice Seer 1 1 1 1 1Aura Seer 1 1 1 1Bodyguard 1 1 1 1 1Cult Leader 1 1 1 1Cupid 1 1 1 1Cursed 1 1 1 1Diseased 1 1 1 1Doppelganger 1 1 1 1Drunk 1 1 1 1 1Ghost 1 1 1 1Hoodlum 1 1 1 1

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Alexander in BP, Kimb in MB

Jacole in Base, Teria (Vanity3) in BPAlexander in BP, Kimb in MB

Also available as Tom Vasel card from The Dice Tower Kickstarter ($50)

Jacole in Base, Teria (Vanity3) in BP

Page 2: Ultimate Werewolf Versions V2014!02!04 (3)

Moderator 1 1 1 1Priest 1 1 1 1Hunter 1 1 1 1Lone Wolf 1 1 1 1Lycan 1 1 1 1Martyr 1 1 1Mason 3 1 3 3Mayor 1 1 1 1Minion 1 1 1 1Old Hag 1 1 1 1Old Man 1 1 1Pacifist 1 1 1 1P.I. (Paranormal Investigat 1 1 1 1 1Prince 1 1 1 1Sorceress 1 Sorceress in Base Game. 1 Sorcerer 1 1Spellcaster 1 1 1 1Tanner 1 1 1 1Tough Guy 1 1 1 1Troublemaker 1 1 1 1Village Idiot 1 1 1 1Witch 1 1 1 1 1Wolf Cub 1 1 1 1 1Big Bad Wolf 1Dire Wolf 1Fang Face 1Fruit Brute 1Virginia Woolf 1Wolverine 1Count Dracula 1

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Teenage Werewolf 1The Blob 1 1The Mummy 1Zombie 1Beholder 1 1

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1Bogeyman 1 1Dreamwolf 1 1Insomniac 1 1The Count 1 1The Thing 1 1Bloody Mary 1 1Chupacabra 1 1 1 1Leprechaun 1 1Nostradamus 1 1Sasquatch 1 1Wolf Man 1 1Additional Kickstarter Stretch Goals that are not tied to a Role:Timer App 1

UW:Wolfpack

UW:Classic Movie Monsters

UW:Night Terrors

UW:Urban Legends

Page 3: Ultimate Werewolf Versions V2014!02!04 (3)

Artifacts Redesign 1Night of the Black Moon 1Fangs for the Memories 1Collectors Box 118 Additional Base Cards 1

Page 4: Ultimate Werewolf Versions V2014!02!04 (3)

Old Base Expansions Notes:78 79 40 0 6 6 6 6

Description1 1 The holder of the Amulet cannot be eliminated. (You must give the amulet to another player the next night?)

00 Once per game following the elimination of a Werewolf during the day, you may turn the Werewolves target into a Werewolf instead of eliminating him.00 The first night, wake up and steal a card from another player. You are now that role.0 If you are eliminated, the players immediately to your left and right are eliminated as well.0 If time runs out three times during a game, Father Time wins.0 The first night, wake up and reveal a card from another player. You are now that role.0 You may eliminate a player at night once per game.0 Each night, wake with the other Werewolves. The first night, choose a player and learn if that player is the Seer.00 1(DifferentLikeWitch) The Magician gets to use a different nighttime power each night. Here's how it works: Before the game, the Moderator puts several nighttime-active roles in a pile (while he may reveal those roles to the players, it's better if he doesn't), and then each night, including the first night, he shows one of those cards to the magician, who may then use that special power. If he shows the Magician the Seer (this can happen because all you Kickstarter backers have at least one extra Seer), the Magician points to a player and learns if he is a werewolf. If he's shown the Insomniac, he'll be told if a player on either side of him woke up that night. If he's shown the Leprechaun, he can retarget who the werewolves selected. It's a fun, dynamic and exciting role that can really help the village!0 Cannot read.0 If you have not been eliminated by the end of the game, you are the only one who wins.0 Each night, wake up with the other Werewolves. If time runs out before a vote takes place, you must vote for players to not be eliminated.0 Each night you may point to a player. If that player is a Werewolf he is eliminated. If he isn't, you are eliminated instead.0 If time runs out before a vote takes place, you must vote for players to not be eliminated.0 Each night, wake with the other Werewolves. The first night, choose a player and learn if that player is the Seer.0 If you are eliminated, each day lasts only 1 minute.0 If you have not been eliminated by the end of the game, you are the only one who wins.

2 3 0 Create your own card or replacement!2 2 1 Each night choose a player to learn if he is a Villager or a Werewolf8 12 5 Each night, wake with the other Werewolves and choose a player to eliminate.

20 20 12 Find the werewolves and eliminate them.4 6 0 Each night, choose a player. That player is eliminated when a player gets their 3rd accusation the next day.

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e If the Seer is eliminated, you become the Seer, waking each night to look for Werewolves.1 1 Choose a player each night to see if that player is not a Werewolf or Villager.1 1 1 Each night, choose a player who cannot be eliminated that night (Must be different)1 1 1 Each night, choose a player to join your cult. If all players are in your cult, you win.1 1 1 The first night, choose two players to be linked together. If one of them is eliminated, the other is eliminated as well.1 1 1 You are on the Village team unless you are targeted for elimination by the Werewolves, at which time you become a Werewolf.1 1 1 If you are eliminated by the Werewolves, they don't get to eliminate anyone the following night.1 1 The first night, choose a player. When that player is eliminated you become that role.1 1 You are a Villager until the third night, when sober up and learn your real role.1 1 The first night, you are eliminated. Communicate to the players with single letter clues.1 1 Choose 2 players on the first night. They must die and you must be alive at the end of the game. (to win)

<-- The color scale in the artist total is an experiment. Green means more roles, red fewer roles, white is average.

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Also Ted plays that the village doesn't all die the game just ends. It's the only way to make Kimb work properly and Tom Vasel for that matter.)

Also Ted plays that the village doesn't all die the game just ends. It's the only way to make Kimb work properly and Tom Vasel for that matter.)

Also Ted plays that the village doesn't all die the game just ends. It's the only way to make Kimb work properly and Tom Vasel for that matter.)

Page 5: Ultimate Werewolf Versions V2014!02!04 (3)

1 1 You are the Moderator.1 1 One night per game, choose a player to be protected. That player may not be eliminated at night.1 1 1 If you are eliminated, you may immediately eliminate another player.1 1 1 Each night, wake with the other Werewolves. You only win if you are the last player in the game.1 1 1 You are a Villager, but appear to the Seer as a Werewolf.1 1 Once per game, you may choose to be eliminated instead of the player who was eliminated during the day (before the role is revealed).3 3 2 The first night, wake up to see who the other Mason is.1 1 1 Your vote counts twice.1 1 Work with the werewolves to kill the villagers.1 1 1 Each night, choose a player to leave the village during the next day.1 1 You will be eliminated on night X, where X is the number of werewolves in the game plus one.1 1 1 You must always vote for players to not be eliminated.1 1 1 One night per game, choose a player. You'll be told if that player or one of his neighbors is a Werewolf.1 1 1 Survive a lynching and reveal your role.1 1 1 Each night, look for the Seer. You win if the werewolves win.1 1 1 Each night, choose a player who may not speak the following day.1 1 1 You hate your job and your life. You win if you are eliminated.1 1 If the Werewolves attempt to eliminate you, you are not eliminated until the following night.1 1 One night per game, stir up trouble by calling for players to be eliminated the following day.1 1 1 You always vote for players to be eliminated.1 1 1 You may save or eliminated a player at night once each per game.1 1 1 Each night, wake with the Werewolves. If you are eliminated, the Werewolves eliminate two players the following night.

1 Each night, wake with the other Werewolves. If you are still in the game, the Werewolves may eliminate two adjacent players.1 Each night, wake with the other Werewolves. The first night, choose a player to be your companion. You are eliminated if that player is eliminated.1 The first night, wake with the other Werewolves. While there are other Werewolves in the game, do not wake up with them on subsequent nights.1 Each night, wake with the other Werewolves. If you are the last Werewolf in the game, you do not get to eliminate a player at night.1 The first night, choose a player to be afraid of you. If you are eliminated, that player is also eliminated.1 Each night, wake with the other Werewolves. If you are the closest Werewolf to the target, the players hear a metallic sound.

1 1 Each night, pick a player to be a wife. If you make it through a day/night cycle with 3 wives, you win.1 1 Whenever a special character dies, you get their power1 1 Wake with the other werewolves. You must say "werewolf" at least once per day.1 1 Each night, the player to the right of The Blob is absorbed. If all players are part of The Blob, you win.1 1 Each night, pick a player to be hypnotized. That player will vote the way you do.1 1 Each night, pick a player and eat their brains. That player may no longer vote.

1 The first night learn who the Seer is.1 If the Werewolves don't agree on a target quickly, you choose a target. You win if all the night-active players are dead.1 You don't wake at night with the other Werewolves until after a Werewolf is killed.1 Each night, learn if at least one of your neighbors has woken up during the night.1 The first night you are told how many Werewolves are in each half of the village.1 Each night, tap a player sitting immediately next to you.

1 If you die, each night kill either a Villager if you were lynched or a Werewolf if you were attacked.1 Each night, choose a player. If that player is a werewolf, he is eliminated. If the Werewolves are eliminated, you eliminate any other player.1 Each night, you may redirect the werewolves' attack to a player sitting next to their target.1 The first night, predict which team will win. If you are alive at the end of the game and predicted accurately, you win.1 You are on the villager team unless a day ends without a lynch. Then you switch teams to the werewolves.1 You wake with the other Werewolves each night, but the Seer sees you as a Villager.

Page 6: Ultimate Werewolf Versions V2014!02!04 (3)

Each player in the game is assigned an occupation when they arrive to play. You have folks like an Innkeeper, a Knight, a Tailor, even an Osterman. Once everyone is seated, the lights dim, and in comes a friend of the village, who gives an envelope to each of the players, addressed to them in their occupation. In this envelope are two things: an Ultimate Werewolf role card, and a letter specific to that person, which gives them all sorts of info about the village they are in and what seems like an immense amount of information about some of their fellow players. The game is then played like regular werewolf, but all the players hold the answers in their hands to solve the mysteries presented to them, the most important of which is “who are the werewolves?” Of course, the werewolf players have info too, and this results in an incredibly rich environment where the story is told by the players based on their interpretation of the letters they hold.

Page 7: Ultimate Werewolf Versions V2014!02!04 (3)

The holder of the Amulet cannot be eliminated. (You must give the amulet to another player the next night?)

Once per game following the elimination of a Werewolf during the day, you may turn the Werewolves target into a Werewolf instead of eliminating him.

The first night, wake up and steal a card from another player. You are now that role.If you are eliminated, the players immediately to your left and right are eliminated as well.

The first night, wake up and reveal a card from another player. You are now that role.

Each night, wake with the other Werewolves. The first night, choose a player and learn if that player is the Seer.

The Magician gets to use a different nighttime power each night. Here's how it works: Before the game, the Moderator puts several nighttime-active roles in a pile (while he may reveal those roles to the players, it's better if he doesn't), and then each night, including the first night, he shows one of those cards to the magician, who may then use that special power. If he shows the Magician the Seer (this can happen because all you Kickstarter backers have at least one extra Seer), the Magician points to a player and learns if he is a werewolf. If he's shown the Insomniac, he'll be told if a player on either side of him woke up that night. If he's shown the Leprechaun, he can retarget who the werewolves selected. It's a fun, dynamic and exciting role that can really help the village!

If you have not been eliminated by the end of the game, you are the only one who wins.Each night, wake up with the other Werewolves. If time runs out before a vote takes place, you must vote for players to not be eliminated.Each night you may point to a player. If that player is a Werewolf he is eliminated. If he isn't, you are eliminated instead.If time runs out before a vote takes place, you must vote for players to not be eliminated.Each night, wake with the other Werewolves. The first night, choose a player and learn if that player is the Seer.

If you have not been eliminated by the end of the game, you are the only one who wins.

Each night, choose a player. That player is eliminated when a player gets their 3rd accusation the next day.

If the Seer is eliminated, you become the Seer, waking each night to look for Werewolves.

Each night, choose a player who cannot be eliminated that night (Must be different)Each night, choose a player to join your cult. If all players are in your cult, you win.The first night, choose two players to be linked together. If one of them is eliminated, the other is eliminated as well.You are on the Village team unless you are targeted for elimination by the Werewolves, at which time you become a Werewolf.If you are eliminated by the Werewolves, they don't get to eliminate anyone the following night.The first night, choose a player. When that player is eliminated you become that role.

The first night, you are eliminated. Communicate to the players with single letter clues.Choose 2 players on the first night. They must die and you must be alive at the end of the game. (to win)

Also Ted plays that the village doesn't all die the game just ends. It's the only way to make Kimb work properly and Tom Vasel for that matter.)

Also Ted plays that the village doesn't all die the game just ends. It's the only way to make Kimb work properly and Tom Vasel for that matter.)

Also Ted plays that the village doesn't all die the game just ends. It's the only way to make Kimb work properly and Tom Vasel for that matter.)

Page 8: Ultimate Werewolf Versions V2014!02!04 (3)

One night per game, choose a player to be protected. That player may not be eliminated at night.

Each night, wake with the other Werewolves. You only win if you are the last player in the game.

Once per game, you may choose to be eliminated instead of the player who was eliminated during the day (before the role is revealed).

You will be eliminated on night X, where X is the number of werewolves in the game plus one.

One night per game, choose a player. You'll be told if that player or one of his neighbors is a Werewolf.

If the Werewolves attempt to eliminate you, you are not eliminated until the following night.One night per game, stir up trouble by calling for players to be eliminated the following day.

Each night, wake with the Werewolves. If you are eliminated, the Werewolves eliminate two players the following night.Each night, wake with the other Werewolves. If you are still in the game, the Werewolves may eliminate two adjacent players.Each night, wake with the other Werewolves. The first night, choose a player to be your companion. You are eliminated if that player is eliminated.The first night, wake with the other Werewolves. While there are other Werewolves in the game, do not wake up with them on subsequent nights.Each night, wake with the other Werewolves. If you are the last Werewolf in the game, you do not get to eliminate a player at night.The first night, choose a player to be afraid of you. If you are eliminated, that player is also eliminated.Each night, wake with the other Werewolves. If you are the closest Werewolf to the target, the players hear a metallic sound.Each night, pick a player to be a wife. If you make it through a day/night cycle with 3 wives, you win.

Each night, the player to the right of The Blob is absorbed. If all players are part of The Blob, you win.

If the Werewolves don't agree on a target quickly, you choose a target. You win if all the night-active players are dead.You don't wake at night with the other Werewolves until after a Werewolf is killed.

If you die, each night kill either a Villager if you were lynched or a Werewolf if you were attacked.Each night, choose a player. If that player is a werewolf, he is eliminated. If the Werewolves are eliminated, you eliminate any other player.Each night, you may redirect the werewolves' attack to a player sitting next to their target.The first night, predict which team will win. If you are alive at the end of the game and predicted accurately, you win.You are on the villager team unless a day ends without a lynch. Then you switch teams to the werewolves.You wake with the other Werewolves each night, but the Seer sees you as a Villager.

Page 9: Ultimate Werewolf Versions V2014!02!04 (3)

Each player in the game is assigned an occupation when they arrive to play. You have folks like an Innkeeper, a Knight, a Tailor, even an Osterman. Once everyone is seated, the lights dim, and in comes a friend of the village, who gives an envelope to each of the players, addressed to them in their occupation. In this envelope are two things: an Ultimate Werewolf role card, and a letter specific to that person, which gives them all sorts of info about the village they are in and what seems like an immense amount of information about some of their fellow players. The game is then played like regular werewolf, but all the players hold the answers in their hands to solve the mysteries presented to them, the most important of which is “who are the werewolves?” Of course, the werewolf players have info too, and this results in an incredibly rich environment where the story is told by the players based on their interpretation of the letters they hold.

Page 10: Ultimate Werewolf Versions V2014!02!04 (3)

The Magician gets to use a different nighttime power each night. Here's how it works: Before the game, the Moderator puts several nighttime-active roles in a pile (while he may reveal those roles to the players, it's better if he doesn't), and then each night, including the first night, he shows one of those cards to the magician, who may then use that special power. If he shows the Magician the Seer (this can happen because all you Kickstarter backers have at least one extra Seer), the Magician points to a player and learns if he is a werewolf. If he's shown the Insomniac, he'll be told if a player on either side of him woke up that night. If he's shown the Leprechaun, he can retarget who the werewolves selected. It's a fun, dynamic and exciting role that can really help the village!

Page 11: Ultimate Werewolf Versions V2014!02!04 (3)

Each player in the game is assigned an occupation when they arrive to play. You have folks like an Innkeeper, a Knight, a Tailor, even an Osterman. Once everyone is seated, the lights dim, and in comes a friend of the village, who gives an envelope to each of the players, addressed to them in their occupation. In this envelope are two things: an Ultimate Werewolf role card, and a letter specific to that person, which gives them all sorts of info about the village they are in and what seems like an immense amount of information about some of their fellow players. The game is then played like regular werewolf, but all the players hold the answers in their hands to solve the mysteries presented to them, the most important of which is “who are the werewolves?” Of course, the werewolf players have info too, and this results in an incredibly rich environment where the story is told by the players based on their interpretation of the letters they hold.

Page 12: Ultimate Werewolf Versions V2014!02!04 (3)

The Magician gets to use a different nighttime power each night. Here's how it works: Before the game, the Moderator puts several nighttime-active roles in a pile (while he may reveal those roles to the players, it's better if he doesn't), and then each night, including the first night, he shows one of those cards to the magician, who may then use that special power. If he shows the Magician the Seer (this can happen because all you Kickstarter backers have at least one extra Seer), the Magician points to a player and learns if he is a werewolf. If he's shown the Insomniac, he'll be told if a player on either side of him woke up that night. If he's shown the Leprechaun, he can retarget who the werewolves selected. It's a fun, dynamic and exciting role that can really help the village!

Page 13: Ultimate Werewolf Versions V2014!02!04 (3)

Each player in the game is assigned an occupation when they arrive to play. You have folks like an Innkeeper, a Knight, a Tailor, even an Osterman. Once everyone is seated, the lights dim, and in comes a friend of the village, who gives an envelope to each of the players, addressed to them in their occupation. In this envelope are two things: an Ultimate Werewolf role card, and a letter specific to that person, which gives them all sorts of info about the village they are in and what seems like an immense amount of information about some of their fellow players. The game is then played like regular werewolf, but all the players hold the answers in their hands to solve the mysteries presented to them, the most important of which is “who are the werewolves?” Of course, the werewolf players have info too, and this results in an incredibly rich environment where the story is told by the players based on their interpretation of the letters they hold.

Page 14: Ultimate Werewolf Versions V2014!02!04 (3)

The Magician gets to use a different nighttime power each night. Here's how it works: Before the game, the Moderator puts several nighttime-active roles in a pile (while he may reveal those roles to the players, it's better if he doesn't), and then each night, including the first night, he shows one of those cards to the magician, who may then use that special power. If he shows the Magician the Seer (this can happen because all you Kickstarter backers have at least one extra Seer), the Magician points to a player and learns if he is a werewolf. If he's shown the Insomniac, he'll be told if a player on either side of him woke up that night. If he's shown the Leprechaun, he can retarget who the werewolves selected. It's a fun, dynamic and exciting role that can really help the village!

Page 15: Ultimate Werewolf Versions V2014!02!04 (3)

Each player in the game is assigned an occupation when they arrive to play. You have folks like an Innkeeper, a Knight, a Tailor, even an Osterman. Once everyone is seated, the lights dim, and in comes a friend of the village, who gives an envelope to each of the players, addressed to them in their occupation. In this envelope are two things: an Ultimate Werewolf role card, and a letter specific to that person, which gives them all sorts of info about the village they are in and what seems like an immense amount of information about some of their fellow players. The game is then played like regular werewolf, but all the players hold the answers in their hands to solve the mysteries presented to them, the most important of which is “who are the werewolves?” Of course, the werewolf players have info too, and this results in an incredibly rich environment where the story is told by the players based on their interpretation of the letters they hold.

Page 16: Ultimate Werewolf Versions V2014!02!04 (3)

The Magician gets to use a different nighttime power each night. Here's how it works: Before the game, the Moderator puts several nighttime-active roles in a pile (while he may reveal those roles to the players, it's better if he doesn't), and then each night, including the first night, he shows one of those cards to the magician, who may then use that special power. If he shows the Magician the Seer (this can happen because all you Kickstarter backers have at least one extra Seer), the Magician points to a player and learns if he is a werewolf. If he's shown the Insomniac, he'll be told if a player on either side of him woke up that night. If he's shown the Leprechaun, he can retarget who the werewolves selected. It's a fun, dynamic and exciting role that can really help the village!

Page 17: Ultimate Werewolf Versions V2014!02!04 (3)

Each player in the game is assigned an occupation when they arrive to play. You have folks like an Innkeeper, a Knight, a Tailor, even an Osterman. Once everyone is seated, the lights dim, and in comes a friend of the village, who gives an envelope to each of the players, addressed to them in their occupation. In this envelope are two things: an Ultimate Werewolf role card, and a letter specific to that person, which gives them all sorts of info about the village they are in and what seems like an immense amount of information about some of their fellow players. The game is then played like regular werewolf, but all the players hold the answers in their hands to solve the mysteries presented to them, the most important of which is “who are the werewolves?” Of course, the werewolf players have info too, and this results in an incredibly rich environment where the story is told by the players based on their interpretation of the letters they hold.

Page 18: Ultimate Werewolf Versions V2014!02!04 (3)

The Magician gets to use a different nighttime power each night. Here's how it works: Before the game, the Moderator puts several nighttime-active roles in a pile (while he may reveal those roles to the players, it's better if he doesn't), and then each night, including the first night, he shows one of those cards to the magician, who may then use that special power. If he shows the Magician the Seer (this can happen because all you Kickstarter backers have at least one extra Seer), the Magician points to a player and learns if he is a werewolf. If he's shown the Insomniac, he'll be told if a player on either side of him woke up that night. If he's shown the Leprechaun, he can retarget who the werewolves selected. It's a fun, dynamic and exciting role that can really help the village!

Page 19: Ultimate Werewolf Versions V2014!02!04 (3)

Each player in the game is assigned an occupation when they arrive to play. You have folks like an Innkeeper, a Knight, a Tailor, even an Osterman. Once everyone is seated, the lights dim, and in comes a friend of the village, who gives an envelope to each of the players, addressed to them in their occupation. In this envelope are two things: an Ultimate Werewolf role card, and a letter specific to that person, which gives them all sorts of info about the village they are in and what seems like an immense amount of information about some of their fellow players. The game is then played like regular werewolf, but all the players hold the answers in their hands to solve the mysteries presented to them, the most important of which is “who are the werewolves?” Of course, the werewolf players have info too, and this results in an incredibly rich environment where the story is told by the players based on their interpretation of the letters they hold.

Page 20: Ultimate Werewolf Versions V2014!02!04 (3)

The Magician gets to use a different nighttime power each night. Here's how it works: Before the game, the Moderator puts several nighttime-active roles in a pile (while he may reveal those roles to the players, it's better if he doesn't), and then each night, including the first night, he shows one of those cards to the magician, who may then use that special power. If he shows the Magician the Seer (this can happen because all you Kickstarter backers have at least one extra Seer), the Magician points to a player and learns if he is a werewolf. If he's shown the Insomniac, he'll be told if a player on either side of him woke up that night. If he's shown the Leprechaun, he can retarget who the werewolves selected. It's a fun, dynamic and exciting role that can really help the village!

Page 21: Ultimate Werewolf Versions V2014!02!04 (3)

Each player in the game is assigned an occupation when they arrive to play. You have folks like an Innkeeper, a Knight, a Tailor, even an Osterman. Once everyone is seated, the lights dim, and in comes a friend of the village, who gives an envelope to each of the players, addressed to them in their occupation. In this envelope are two things: an Ultimate Werewolf role card, and a letter specific to that person, which gives them all sorts of info about the village they are in and what seems like an immense amount of information about some of their fellow players. The game is then played like regular werewolf, but all the players hold the answers in their hands to solve the mysteries presented to them, the most important of which is “who are the werewolves?” Of course, the werewolf players have info too, and this results in an incredibly rich environment where the story is told by the players based on their interpretation of the letters they hold.

Page 22: Ultimate Werewolf Versions V2014!02!04 (3)

Each player in the game is assigned an occupation when they arrive to play. You have folks like an Innkeeper, a Knight, a Tailor, even an Osterman. Once everyone is seated, the lights dim, and in comes a friend of the village, who gives an envelope to each of the players, addressed to them in their occupation. In this envelope are two things: an Ultimate Werewolf role card, and a letter specific to that person, which gives them all sorts of info about the village they are in and what seems like an immense amount of information about some of their fellow players. The game is then played like regular werewolf, but all the players hold the answers in their hands to solve the mysteries presented to them, the most important of which is “who are the werewolves?” Of course, the werewolf players have info too, and this results in an incredibly rich environment where the story is told by the players based on their interpretation of the letters they hold.

Page 23: Ultimate Werewolf Versions V2014!02!04 (3)

Each player in the game is assigned an occupation when they arrive to play. You have folks like an Innkeeper, a Knight, a Tailor, even an Osterman. Once everyone is seated, the lights dim, and in comes a friend of the village, who gives an envelope to each of the players, addressed to them in their occupation. In this envelope are two things: an Ultimate Werewolf role card, and a letter specific to that person, which gives them all sorts of info about the village they are in and what seems like an immense amount of information about some of their fellow players. The game is then played like regular werewolf, but all the players hold the answers in their hands to solve the mysteries presented to them, the most important of which is “who are the werewolves?” Of course, the werewolf players have info too, and this results in an incredibly rich environment where the story is told by the players based on their interpretation of the letters they hold.