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    Few but strong, Werewolves kill one player each night and try to turn the Villagers against each other during the day. 
 
During each night phase the Werewolves "wake up" and silently acknowledge one another. Using only gestures, they must decide on a victim and point at the player, letting the Narrator know who they are attacking. The Werewolves win if their numbers are equal to the Villagers. (For example, 2/2 or 1/1)

Optional Rule: Werewolves can outright lie about their role, claiming to be a simple Villager, a Clairvoyant or any other innocent role.
    Few but strong, Werewolves kill one player each night and try to turn the Villagers against each other during the day. 
 
During each night phase the Werewolves "wake up" and silently acknowledge one another. Using only gestures, they must decide on a victim and point at the player, letting the Narrator know who they are attacking. The Werewolves win if their numbers are equal to the Villagers. (For example, 2/2 or 1/1)

Optional Rule: Werewolves can outright lie about their role, claiming to be a simple Villager, a Clairvoyant or any other innocent role.
    The Villager fills a simple, yet vital role in the game. Though vulnerable at night, they band together during the day to root out the Werewolves and seek revenge.
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The Villager has no special abilities and never wakes up during the night. They each receive a vote during the day phase when the town mob decides who to execute. 

Optional Play Style: Villagers need not all act the same. If players are comfortable with a bit of improv and role-play, they can add flavour to the game by coming up with character quirks, a name, and even an accent.
    The Villager fills a simple, yet vital role in the game. Though vulnerable at night, they band together during the day to root out the Werewolves and seek revenge.
​
The Villager has no special abilities and never wakes up during the night. They each receive a vote during the day phase when the town mob decides who to execute. 

Optional Play Style: Villagers need not all act the same. If players are comfortable with a bit of improv and role-play, they can add flavour to the game by coming up with character quirks, a name, and even an accent.
    The Clairvoyant is on the side of the Village, and possesses an important ability to “see” one player’s identity per night.
 
When the Clairvoyant wakes during the night phase, they point to the player whose card they want to see. The Narrator walks around the circle touching every player's card so as to preserve secrecy, then lifts and shows the card of the player in question to the Clairvoyant.
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Optional Rule: Rather than show the card of the player whose identity is being "seen," the Narrator can simply nod yes if they're a Werewolf, or no if they aren't.
    The Witch aids the village and possesses one potion of life and one poison. During the night phase, after the Werewolves have chosen their victim, the Narrator asks the Witch if she would like to use her potion of life while motioning silently to the victim. If she does, they survive the night.
 
She is also asked each night if she'd like to use her potion of poison. If so, she points at the player who she wants to poison and the Narrator announces their death the next day. 
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Optional Rule: In order to maintain secrecy, the Narrator should ask the Witch if she wants to use her potions each night, even if they've already been used.
    The Little Girl is a fun role that introduces a small amount of sanctioned cheating. She aims to help the village as usual during the day, but during the night she has the added ability to literally peak. She cannot explicitly say that she is the Little Girl and that she knows who is a Werewolf, but whatever information she gleans can inform her voting decisions.
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If she is caught peaking by the Werewolves, they gobble her up and she is removed from play.
    The Matchmaker is on team Village, but throws a curveball into the game. On the first night she picks two players to be lovers. If one lover dies, so does the other, but they win if they’re the last players alive. The Matchmaker can choose herself as one of the lovers, or pair any other two players, even if one is a Werewolf and the other is a Villager.
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The Matchmaker never spills her secrets, and must not explicitly reveal who the lovers are.
    The Huntsman is a skilled tracker and the best shot in the Village. If he is killed by a Werewolf during the night, he chooses one player to kill, hoping to take his attacker down with him. He can also choose not to use his ability. This ability cannot protect him from the other Villagers in the case of a lynching.
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In the event of an attack, the Huntsman silently points at the player they wish to take out, and that player's card is revealed to everyone.
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Optional Rule: The Huntsman can take out another player even if he is lynched by the Village.
    The Watchman is a sworn protector of the Village. Each night before the Werewolves attack, he chooses one player to protect by pointing them out to the Narrator. He can choose to protect himself, but he cannot pick the same person twice in a row.
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His protection only shields against Werewolf attacks, and cannot protect himself or other players from the wrath of the Village mob.
    The Renegade is an outcast allied with the Werewolves. On the first night the Narrator instructs all the Werewolves to keep their eyes closed and stick out their thumbs so the Renegade can see who they are. The Werewolves never learn his identity, but his mission for the game is to help them win and protect them from the Village in whatever way he can.
    The Tanner’s only goal is to die—whether he is hung by the Village or mauled by a Werewolf, he wins the game if he’s killed. He is neither on the side of the Village, or on the side of the Werewolves, and will actively try to play them against each other if it will result in him getting bumped off. 
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If you are playing with the rule in which nobody can make outright claims as to who they are, the Tanner will act erratically and try to arouse suspicion. If lying is allowed, he can claim to be just about anything in the interest of drawing the ire of the Village or the Werewolves.
    The Traveller is a stranger in these parts. Nobody knows where she hails from, but some say she came all the way from Mongolia bearing beautiful trinkets and Chinese silks. The children of the village love to follow her down the street, delighting at her clanking pack and lovely black braids. However, some of the older Villagers are wary, jaded by their distrust of anything and anyone unusual.

At the beginning of the game, she can choose whether to act as a Villager or a Werewolf, and must stick with this decision. If a Clairvoyant spies on the Traveller's card, they see only the Traveller and learn nothing more.
    The Physician, like the Watchman, has the power to save other Villagers. But unlike the Watchman, the Physician uses medicine rather than the sword. Each night he can visit a Villager and give them a tonic. If they are attacked in the night by a Werewolf, they miraculously survive! The Physician cannot heal himself, but can visit any player for any number of consecutive nights.
    The Thief is a street urchin with quick fingers and a wry smile. If you have the Thief in play, add two random cards from the deck to the middle of your circle of players. On the first night before anyone else acts, the thief "steals" one of the two cards. They choose their new role from these two cards, lending an extra level of uncertainty to who is who. You may choose to make it mandatory for the Thief to take the Werewolf card if that is one of the two cards they choose from.
    The Pied Piper is on her own team. She is neither Villager nor Werewolf. Every night she can enchant one player (or two in larger games). She closes her eyes again and they wake up to take note of who has been enchanted. She wins if she enchants all players.
    Once a night (or every second night in larger games), the Puppet Master can swap two players. Whatever was destined to happen to either happens to the other! 

For instance, if he swaps a Villager who was going to die with a Werewolf, the Werewolf dies instead.
    The Fool is on the Villager team, and has the innate ability to wander into trouble and sometimes miraculously survive - though sometimes to the detriment of others around him. The first time that he is attacked by a Werewolf or voted to be lynched by the mob, the player to the Fool's left or right (whichever is their dominant hand) dies instead.
    The Lycan is a villager until she is attacked by Werewolves, in which case she joins their pack and becomes one of them. Optional rule: when the Clairvoyant inquires about this player's role, they see them as a villager, even after they've turned.
    The Magistrate is on team village, but is more of a self-serving role. Mostly he just wants to survive the carnage unscathed. Once (or twice for larger games), he can bribe another player during the night to abandon their work, post, or patient to come help him. For instance, he can force the Physician to help him instead of their chosen patient, or make the Watchman protect him. The player who is bribed does not see the Magistrate, but the moderator taps them on the shoulder so they know that they've been bribed.
    The Innocent Child is the heart of the village, and blissfully ignorant of the struggle with darkness. If the Village mob chooses this player to be lynched, they reveal their card and are spared. They are still vulnerable to Werewolf attacks, however, and must be protected as the reveal of their role will surely make them a target.
    The Beekeeper's Apprentice is on team Villager, but if the Village vote to lynch him, his bees form a warm and kill one person of his choice (whether they voted to execute him or not). He does not survive the execution, but does leave the game with some measure of vengeance.
    The Village Drunk is a boisterous fellow who never seems to put down his stein. If you play this role, beware that it requires some level of theatrics! The Village Drunk can only communicate through gestures and drunken grunts. He is on the side of the Villagers, but isn't always the most helpful.
    The Bear Tamer is a fun, silly role with a very simple mechanic. He raised his bear from a young cub, and counts on the animal's good sense of smell to warn him of danger. On the first morning that the Village wakes, the Narrator will growl if the Bear Tamer is seated next to a Werewolf.
    The Duelist is a hot-headed soldier on team Villager. (very much inspired by Ridley Scott's film The Duellists) If the mob votes to lynch him he instead reveals his card and duels for his innocence, killing one of the people who voted to have him executed. This power cannot protect him from Werewolves who attack at night.