Twelve roles, two Werewolves, one night. Where every table starts.
The base game is twelve roles and one idea: a single night, after which nobody is sure what they are. Two Werewolves hide among villagers who each know one small thing, and a few cards move while everyone sleeps. Everything the later packs add is a variation on this.
What it teaches
Information. The Seer looks at cards, the Masons know each other, the Insomniac sees how her night ended.
Doubt. The Robber, the Troublemaker and the Drunk move cards, so yesterday’s fact may be about somebody else by morning.
Motives. The Minion wants to die for the wolves, the Tanner wants to die for himself, and the Hunter takes someone with him.
Copies. The Doppelgänger becomes whatever she looks at. Leave her out of the first few games.
A deck to start with
Two Werewolves, a Seer, a Robber, a Troublemaker and a Villager: six cards, the smallest deck there is. In the role picker it is the "Classic" button, made for 3 players: 2 × Werewolf, Seer, Robber, Troublemaker, Villager. More in decks for every table.
The 12 roles
Doppelgänger
Looks at a player's card and becomes that role, team and action
DoppelgängerShe looks at another player's card and becomes that role for the rest of the game: its team, its night action and its way of winning.
Werewolf
Know the other werewolves lone wolf allowed to look at one card in the center
WerewolfThe Werewolves know each other and want one thing from the vote: that no werewolf dies.
Minion
Knows who are the werewolves
MinionOn the Werewolves’ side without being one: the Minion knows the wolves, and the wolves do not know the Minion.
Mason
Knows who is the other Mason
MasonTwo Masons know each other from the start: a small island of trust at a table of liars.
Seer
Either look at a player's card, or 2 cards in the center
SeerThe village’s best source of facts: one player’s card, or two cards from the center.
Robber
Swap their card with another player's card and look at it
RobberSteals another player’s card, looks at it, and becomes it.
Troublemaker
Switch other 2 player's cards.
TroublemakerSwaps the cards of two other players without looking at them.
Drunk
Swaps themselves with center card without viewing it
DrunkTrades their card for one from the center and never finds out what it was.
Insomniac
Look at their card at the end of the night to see if it has changed
InsomniacWakes last and looks at her own card: the one villager who knows what she ends the night as.
Villager
No special abilities
VillagerNo night action and no information, on the team that wins by asking the right questions.
Hunter
If dies, kills the player they voted for
HunterIf the Hunter dies, the player the Hunter voted for dies too.
Tanner
Wins if dies
TannerThe Tanner hates his job and wants to die: he wins only if he is voted out.