
- Team
- Werewolves
- From
- Daybreak
- Wakes
- #18, then again at #19 of 49 (the night order)
- In a deck
- One card
- Setup
- Needs a Werewolf card in the deck. Adds a fourth card to the center
What it does
The Alpha Wolf wakes with the pack. Then he wakes again and must swap the Center Werewolf (a fourth center card, placed sideways when the Alpha Wolf is in the deck) with the card of a player who is not a werewolf.
Rules and edge cases
- The deck needs a Werewolf card as well, and holds four cards more than there are players instead of three.
- The swap is not optional. He cannot choose himself, another wolf or a shielded player.
- The new wolf is not told. Unless a later role shows them their card, they play as what they were dealt.
- The player’s old card takes the Center Werewolf’s place in the center.
How to play it
- There is now one more werewolf at the table, and the village wins by killing any of you, the new one included. Protect them without showing why.
- Give the card to a player whose honest story will be believed: their truth now covers a werewolf.
When it is in the deck
- With the Alpha Wolf in the deck, any villager may be a wolf without knowing it. The Insomniac and the Revealer can find out; a Sentinel’s shield prevents it.
If the Doppelgänger copies it
A Doppelgänger who looks at this card becomes a second Alpha Wolf. She plays its action at once, inside her own turn, and wakes with the group when it is called.
Around it
Wakes just before it: Cow. Wakes just after it: Minion.
More from Daybreak: Sentinel, Mystic Wolf, Apprentice Seer, Paranormal Investigator, Witch, Village Idiot, Revealer, Curator, Dream Wolf, Bodyguard.
See every role, or read how to play.