User:Minerva/guide

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Minerva's Comprehensive Guide to Werewolf, for Beginner, Intermediate, and Expert Players Alike

Hello, young wolf cub, and welcome to werewolf! Or, if you already know what you're doing, hello, wolf, and welcome to my guide! If you want to suggest or alter something, discuss it via PM or in ##werewolf on Freenode - I am Minerva, or mini, or billion57, or psychiel.

What is Werewolf?

Werewolf is a spinoff of Mafia. Like Mafia, it is a social game in which there are two teams trying to compete against one another in order to win. In Werewolf, these teams are the wolves and the villagers. There are also many neutral roles one can be assigned, each of which has their own method of winning. While Werewolf is most commonly a game played in real life, moderated by a human, Werewolf on IRC - ##werewolf, is moderated by lykos, a bot. lykos will also assign far more roles than are present in real life versions of werewolf.

Backstory

The game follows a village containing a varied amount of people, some of whom have special abilities or identities. One night, some people find that they have been turned into wolves. Meeting together, they plot to take over the village, killing the villagers to satiate their hunger. The villagers, however, are also mobilizing to protect themselves from this new threat. Over the course of several days, many people on both sides will die, and only one team will come out alive.

Structure of the Game

Werewolf is played by anywhere from 4 to 24 players. It follows a night-day cycle, with the game starting off at the beginning of night. The wolves kill each night, and the entire village, including wolves, lynches each day. The village may also choose to abstain once per game. It requires a majority of votes to lynch a player (e.g., 5 players = 3 votes, 11 players = 6 votes). The game ends when all wolves are lynched, the number of wolves is equal to the number of villagers, or a neutral role has met a win condition which ends the game.

Specifications

When the game starts, the first night phase begins. Lykos will assign roles, and PM everyone who has a role. This takes some time, but people with roles will tend to get PMs faster than villagers. This phase ends either when everyone who can act at night has acted, or when two minutes have passed. Lykos will then announce that day has begun, who has died (or been attacked), and who has a totem (if shamans are in play). The entire village will then proceed to communicate and vote. It may also choose to abstain, if enough villagers have voted to abstain to prevent a majority from forming (e.g., a majority to lynch with 12 players would be 7 votes, but 6 votes to abstain will end the day). Day will last until either a lynch or abstain, 8 minutes and 40 seconds have passed, or a team wins by another method. In games with 12 players and up, the day will last 12 minutes.

Commands

These are commands that make lykos, the bot/moderator, do something. All commands are prefixed with an exclamation mark.

Pre-game

Before a game starts, there are many commands you can use.

  • !join, or !j, inserts you into the game. You cannot join if you are not registered, or if you are in stasis (prevented from playing as a punitive measure for past behavior, such as idling out or quitting mid-game).
  • !leave, or !quit, will remove you from the game. You will not get stasis for quitting before a game starts.
  • !pingif will have lykos ping you when the game reaches a certain size.
  • !vote, or !v, will vote for a certain game mode (a specification for roles to be included in a game of werewolf).
  • !votes will show you the current amount of votes for each game mode.
  • !r, or !retract, will retract your vote for a certain game mode.
  • !roles will display the roles in a game mode.
  • !stats will show who is currently joined.
  • !start will vote to start the game. It requires multiple votes to start in order for a game to start.
  • !wait, or !w, will increase the time before lykos will let the game be started by 30 seconds. The wait time is also increased when any player joins.
  • !stasis will show you how many games you are in stasis for, if any.
  • !playerstats, or !p, will show you any player's stats for any role.
  • !time will show the time remaining before lykos cancels the game (to prevent idling). This starts at an hour, when the first person creates a game by joining.

Game

These are commands that have specific functions during a game.

Daytime-Specific

  • !vote, or !v, will vote for a player.
  • !abstain, or !abs, !nolynch, !nl, will vote to abstain.
  • !retract, or !r, will retract your vote either for a player or to abstain.
  • !shoot will, if you have a gun with bullets, shoot a player.
  • !quit, or !leave, will quit you from the game, giving you a warning or stasis.

Non-Specific

  • !stats will show you all players, and all roles (except in the maelstrom and random game modes).
  • !roles will show you all roles, except in the maelstrom and random game modes.
  • !time will show you the time until the end of the day or night.

General

These are commands that can be used any time.

  • !cat will toss a cat into the air.
  • !coin will toss a coin into the air.
  • !pony will toss a pony into the air.
  • !swap will swap you with another username in the channel, should you want or need to change (e.g., in the case of a disconnection).
  • !gstats, or !gamestats, or !g, will show you the amount of games played for a certain mode, or the victory rates of teams for a certain mode and player size.
  • !ops will give a list of all operators who are not marked as away. If done in channel, it will ping them all. Do this in PM, preferably, and only if something happens that requires an op's attention, such as a bug with lykos or an uncontrollable spammer.

General Strategy and Techniques

An Overview of Play

The goal of the game is to win. For the wolf team, this means overpowering the village team by having as many or more uninjured members than them. For the village team, this means killing all members of the wolf team. After the first village team player is killed on night 1, and day arrives, the safes will attempt to coordinate with one another while hiding their identity- this is done via a single safe claiming publicly. After coordination, the safes will attempt to lynch a player who they think is a member of the wolf team. This night-day pattern continues until a victory is achieved. Many different roles, however, can subvert these patterns.

Concepts

Components of play have here been chunked into individual concepts, which have been sorted by their associated level of play.

Beginner Strategies

Safeclaiming I

So, the first night ends, and someone dies. What happens next? The village has to have a leader, and safes have to coordinate privately somehow. Both of these are done via claiming: a certain player with a safe role claims publicly, and has the other safes PM them. This tends to look something like:

<exampleplayer>: I'm the harlot, seer and drunk pls PM me.

Once you've got all the safes and established what each of them did and what they know, you can proceed to lynch. The villagers will follow you - you, having claimed, are their leader.

Safeclaiming II: Who Claims First?

But wait! Don't claim just yet! Since only one person should claim at a time, in order to prevent wolves from knowing multiple safes, and since some safes are more important alive than others, there is an order in which safes should claim. Typically, it looks something like this:

Harlot

Gunner/Sharpshooter

Priest/Prophet

Drunk

Hunter

Shaman or Seer (depends on the game mode and situation)

Augur

Detective

Mad Scientist

With the top having the highest claim priority (e.g., harlot should always be the first to claim). There are other roles, of course, but strategies will be detailed in their individual sections. If there is a known safe villager, nobody should claim: if a villager is protected from a wolf attack by a protection totem, for example, you can generally assume that they are a fullsafe. Or, if the gunner is impulsive and shoots a wolf as soon as day starts, they will be the lead safe. Whenever the lead safe dies, if the village still needs leading (which it almost always will), another safe should claim.

Hinting to Ensure Your Lasting Legacy

Certain roles act at night - the seer/oracle sees a certain player to ascertain their role, and the harlot visits a player to see if they are a wolf - and have a chance of dying. If you find yourself as one of these roles, you should hint. Say publicly what you've seen, or who you will visit, before the night ends.

Seer hints are generally quick and short: "exw" means exampleplayer wolf, "exv" means exampleplayer villager, etc., and always occur after the actual seeing, because that's how seers work - because of this, you should hint very quickly after you see, in case wolves have targeted you.

The harlot should always hint before they visit, because if they visit a wolf and end the night without hinting, they will die and the village won't know who they visited. Harlot hints tend to be along the lines of "visiting exampleplayer", or just mentioning the player in any way that distinguishes them. Harlot hints can also be cryptic, requiring solving to find out who was visited.

Generally, hinting on nights after the first one isn't necessary, because the safe team has coordinated and is sharing information.

Fakehinting I

However, if the actual safes are the only ones hinting, they will out themselves very quickly to the wolves, who will kill them. A strategy to counter this is fakehinting, in which everyone, villagers and safes alike, hints as though they were a safe. This is a distraction tactic, as the wolves will not know who is actually a safe.

The wolves, on the other hand, will try to sort through the fakehints, trying to find which one is correct - a fakehint that says a wolf is a villager, for example, is obviously incorrect and the person hinting cannot be the seer - and kill based on that.

Fakehinting is extremely common, and very useful - don't argue that it isn't or refuse to do it, it just makes you annoying and hurts your team.

On Fullsafes, Halfsafes, and Randomlynches

So fullsafes are people who cannot be on the wolf team, and halfsafes are people who might be on the wolf team, but are less likely than a random villager to be a wolf. Someone visited by a harlot, for example, is known not to be a wolf prima facie, but can be a traitor. They, then, are halfsafe.

Determining who is fullsafe and who is halfsafe will clear out the list of possible wolves for you, in order to make lynches and safe actions (seeing, visiting, etc.) more likely to discover a wolf. Unless you have a very strong reason to, do not lynch someone who is halfsafe. Try not to see/visit/shoot someone who is halfsafe either unless you have a good reason.

Keep in mind as well that after the traitor turns, halfsafes are no longer safe at all. They may have become a wolf.

Counting Wolves: Wolf Wins and Harlot Visits

The wolves win when the number of wolfteam members is equal to the number of non-wolfteam members. Always keep count of both of these groups, in order to know how close you are to losing, or how much free space you have to act imperfectly. One player is killed every night, and one player lynched every day, which is generally a good counter for how soon the game will end. There are, however, exceptions to this.

The most important exception to be aware of is harlot visits. If the harlot visits a wolf, they will die, but the wolves will still kill another person, resulting in two deaths in a night. If the game is close, this may give the game to the wolves. As such, with certain player counts, the harlot should not visit.

When there are six players and two wolves, for example, normally only one player will be killed, for a count of 5-2. If the harlot visits a wolf, however, or they visit a nonwolf who is then killed by the wolves, two players will be killed, for a count of 4-2. Now there are as many wolves as nonwolves, and the wolves win. Keep track of this to prevent a game-losing visit.

Intermediate Strategies

Are They the Gunner? These Signs Will Tell You (Sign 2 Will Shock You!)

The 4p Gambit (How to Outrace Anybody)

Love is Cruel: Dealing With the MM and the Lovers

On Idling and Quitting

Help! I'm a Cultist/Lycan!

On Wolfcub Sacrifice, 2 Wolf Kills, and Wolfgunners

Advanced Strategies

Timing Throughout the Night

What's a Wolf to Do?

What's a Villager to Do?

Known Unknowns: Fighting the CS, Fool, Jester, Monster, Piper, and More!

how to deal with cultists and lycans

Fakehinting II: Still Toteming

How To: Play the Wolves Like a Fiddle

Evolving Metagame Strategies

Modes

There are 18 game modes. Each one provides a different experience, balance, and strategy, and some change basic assumptions of the game. They will be listed roughly from most to least common.

Default

The default mode. Pretty vanilla.

Roles

[4] wolf, seer [6] cursed villager [7] cultist, shaman [8] traitor, -cultist, harlot [9] crazed shaman [10] wolf cub, gunner, sharpshooter [11] matchmaker [12] werecrow, detective [13] assassin [15] wolf(2), hunter [16] monster [18] bodyguard [20] sorcerer, augur, cursed villager(2) [21] wolf(3), gunner(2) [23] amnesiac, mayor [24] hag

Strategy

The 4p strategy is outlined above, and it generally holds true for 5p.

In 6p, there is a cursed, meaning a seen wolf may not be a wolf. Usually, however, lynching someone seen as a wolf is much more likely to be successful than lynching a random villager. The seer should claim d1, unless the person they saw is dead, in which case they should play it safe if possible. The wolf, however, must not try to fakeclaim: in 6p, there are two days, meaning both people claiming seer can be lynched. You will die.

In 7p and above, the seer should claim before the shaman if things get tight - the shaman's totems can potentially save the village from certain doom (death, desperation, protection, etc.), whereas the seer can't prevent a wolf bandwagon/abstain/win in general.

Notes

  • Boring with larger quantities of players.

Stats

  • Starting size: 4 players
  • Peak fun: 7 players
  • Stress: Low

Foolish

A bit sillier than default. Named after the fool it always includes.

Roles

[8] wolf, traitor, oracle, harlot, fool, cursed villager [9] hunter [10] wolf(2) [11] shaman, clone [12] wolf cub, gunner, sharpshooter [15] sorcerer, augur, mayor [17] wolf(3), harlot(2) [20] bodyguard [21] traitor(2) [22] gunner(2) [24] wolf(4)

Strategy

The fool shouldn't try to act wolfy in order to get themselves lynched: that kind of trick is very easily seen through. Currently, the best known strategy for the fool is just to keep quiet (the landmine strategy!) and hope to be lynched. Maybe you could try pretending to be a wolf who is pretending to be a fool.

The clone should be very cautious - people will abandon and betray you without hesitation. Generally, the clone will PM the person they choose to clone, to find out their role. Conversely, if someone happens to PM you, saying they are cloning you, do not give out your role readily, even if you are a villager. This could easily be used against you.

Notes

  • Fun to see the fool win.
  • Clone can also make games unpredictable too.
  • Fool - wolf - oracle - villager stalemates are interesting.

Stats

  • Starting size: 8 players
  • Peak fun: 8-9 players
  • Stress: Low

Charming

Unorthodox at higher player counts, it is named after the piper it always includes.

Roles

[5] wolf, seer, piper [6] cursed villager [8] traitor, harlot [10] werekitten, shaman, gunner, sharpshooter [11] vengeful ghost [12] warlock, detective [14] bodyguard, mayor [16] wolf(2), assassin [18] bodyguard(2) [19] sorcerer [22] wolf(3), shaman(2) [24] gunner(2), sharpshooter(2)

Strategy

The piper should try to charm people they think will survive. This includes the wolf, and inconspicuous villagers. If you charm someone who dies right after, it's pretty useless.

Since a piper win will take precedence before a wolf win, the wolf should try to kill the piper if the piper is close to winning.

The village team should attempt to avoid lynching someone who is charmed, unless they know a wolf. Since the piper cannot charm themselves, you are more likely to lynch the wolf or piper if you lynch someone who is not charmed.

Notes

  • 5p charming tends to deadlock on the first day. It's also very hard for the piper to win.
  • 6p charming is more interesting than 6p default.

Stats

  • Starting size: 5 players
  • Peak fun: 6 players
  • Stress: Medium-low

Sleepy

A strategically deep game mode which includes a dullahan and priest, who not only speed the game up but make it more complex.

Roles

[8] wolf, traitor, seer, dullahan, cursed villager [10] werecrow, cultist, prophet, priest, blessed villager [12] wolf(2), vigilante [15] wolf(3), detective, vengeful ghost [18] wolf(4), harlot, monster [21] wolf(5), village drunk, monster(2), gunner

Strategy

Notes

  • A tough mode to play right.

Stats

  • Starting size: 8 players
  • Peak fun: 10 players
  • Stress: High

Noreveal

A player's role is not revealed when they die. Accordingly, tough for the safes, who cannot coordinate as easily as wolfteam.

Roles

[4] wolf, seer [6] cursed villager [8] wolf mystic, mystic [10] traitor, hunter [12] wolf(2), guardian angel [15] werecrow, detective, clone [17] amnesiac, lycan, cursed villager(2) [19] wolf(3)

Strategy

Notes

  • Fakeclaims! How annoying!

Stats

  • Starting size: 4 players
  • Peak fun: 8 players
  • Stress: High

Aleatoire

French for random, but not at all like the random game mode. Adds a bit of spice to a relatively normal game.

Roles

[8] wolf, traitor, seer, shaman, cursed villager, cursed villager(2) [10] wolf(2), matchmaker, vengeful ghost, gunner, assassin [12] hag, guardian angel, amnesiac [13] assassin(2) [14] turncoat [15] werecrow, augur, mayor [17] wolf(3), hunter [18] vengeful ghost(2) [21] wolf cub, time lord

Strategy

Notes

  • Pretty good. Better than default at 10p and above.
  • 8p aleatoire is nothing special.

Stats

  • Starting size: 8 players
  • Peak fun: 12 players
  • Stress: Medium-low

Alpha

A mode where the wolves can recruit more wolves as the game goes on. Pretty scary.

Roles

[7] wolf, oracle, lycan, cursed villager [8] traitor, harlot, village drunk [10] alpha wolf, doctor [11] guardian angel [12] werecrow, cursed villager(2) [14] matchmaker [15] wolf(2) [17] augur, lycan(2) [18] wolf(3), cursed villager(3) [20] clone [21] wolf(4) [24] wolf(5), cursed villager(4)

Strategy

Notes

  • Boring.

Stats

  • Starting size: 7 players
  • Peak fun: 10 players
  • Stress: Medium

Mad

A mode named after the mad scientist it includes. Relatively tame otherwise.

Roles

[7] wolf, cultist, seer, mad scientist [8] traitor, -cultist, gunner, sharpshooter [10] werecrow, village drunk, cursed villager [12] cultist, detective [14] wolf(2), vengeful ghost [15] harlot [17] wolf cub, jester, assassin [18] hunter [20] wolf cub(2)

Strategy

Notes

  • Mad scientists always make a game more fun.

Stats

  • Starting size: 7 players
  • Peak fun: 8 players
  • Stress: Medium

Rapidfire

A game mode with the intention of ending very fast. Lots of roles, lots of pressure.

Roles

[6] wolf, seer, mad scientist, cursed villager [8] wolf cub, hunter, assassin [10] traitor, matchmaker, time lord, gunner, sharpshooter [12] wolf(2), vengeful ghost [15] wolf cub(2), augur, amnesiac, assassin(2) [18] wolf(3), hunter(2), mad scientist(2), time lord(2), cursed villager(2) [22] wolf(4), matchmaker(2), vengeful ghost(2)

Strategy

Notes

  • I feel like everyone just thinks "screw it" in this mode, and does whatever they want.
  • But it's still fun to watch it all burn down in five seconds.

Stats

  • Starting size: 6 players
  • Peak fun: 15 players
  • Stress: High if you take it seriously, Very High if the time lord dies early on.

Lycan

A mode named after the lycans it enthusiastically inserts. Safe team must be very careful, and wolf team observant.

Roles

[7] wolf, seer, hunter, lycan, cursed villager [8] traitor [9] clone [10] wolf shaman, hunter(2), lycan(2) [11] bodyguard, mayor [12] lycan(3), cursed villager(2) [15] matchmaker, lycan(4) [17] clone(2), gunner, sharpshooter [19] seer(2) [20] lycan(5)

Strategy

Notes

  • Why are there so many lycans???

Stats

  • Starting size: 7 players
  • Peak fun: 10 players
  • Stress: Medium-high

Evilvillage

A radically altered game mode. In evilvillage, being on the wolf's team is the norm - everyone who would normally be a villager is now a cultist, and the safes are the smaller team.

Roles

[6] wolf, hunter [8] seer, cursed villager [10] minion, guardian angel, fool [12] shaman, mayor [15] wolf(2), hunter(2)

Strategy

Notes

  • So much untapped potential for strategy!
  • No dominant metagame has arisen yet.

Stats

  • Starting size: 6 players
  • Peak fun: 8 players
  • Stress: High

Random

A game mode in which roles are decided randomly. Tends to couple itself with noreveal or team reveal as well.

Roles

N/A

Strategy

  • Does anyone really even like random?

Notes

Stats

  • Starting size: 8 players
  • Peak fun: ???
  • Stress: High

Maelstrom

A game mode in which roles are decided randomly. Constantly. Every night, you get a new role.

Roles

N/A

Strategy

Notes

  • WHY
  • DO PEOPLE
  • LIKE THIS
  • ???!?!???
  • it's ok i guess

Stats

  • Starting size: 8 players
  • Peak fun: ???
  • Stress: Low to Very High, depending on how seriously you take it.

Valentines

Instead of villagers, you have matchmakers. Expect lots of love, and lots of death.

Roles

[8] wolf, wolf(2), matchmaker, matchmaker(2), matchmaker(3), matchmaker(4), matchmaker(5), matchmaker(6) [9] matchmaker(7) [10] matchmaker(8) [11] matchmaker(9) [12] monster [13] wolf(3) [14] matchmaker(10) [15] matchmaker(11) [16] matchmaker(12) [17] wolf(4) [18] mad scientist [19] matchmaker(13) [20] matchmaker(14) [21] wolf(5) [22] matchmaker(15) [23] matchmaker(16) [24] wolf(6)

Strategy

Notes

  • If you win this, nobody loves you.
  • It's a fun mode.

Stats

  • Starting size: 8
  • Peak fun: 24
  • Stress: Low

Drunkfire

A game mode with lots of village drunks and lots of guns. Provokes massive shootouts.

Roles

[8] wolf, traitor, seer, village drunk, village drunk(2), cursed villager, gunner, gunner(2), gunner(3), gunner(4), gunner(5), sharpshooter, sharpshooter(2) [10] wolf(2), village drunk(3), gunner(6) [12] hag, village drunk(4), crazed shaman, gunner(7), sharpshooter(3) [14] wolf(3), seer(2), gunner(8), assassin [16] traitor(2), village drunk(5), gunner(9), sharpshooter(4)

Strategy

Notes

  • People will usually get their destructive energy out first in the grand shootout, and then safes will communicate.
  • Keep your head low.

Stats

  • Starting size: 8 players
  • Peak fun: 10 players
  • Stress: Medium

Guardian

Named after the guardian angel it includes. Currently balanced heavily in favor of villagers.

Roles

[8] wolf, werekitten, seer, guardian angel, cursed villager [10] werecrow, shaman [12] alpha wolf, guardian angel(2), cursed villager(2) [13] jester, gunner [15] wolf(2), bodyguard

Strategy

Notes

  • This pretty much doesn't happen.

Stats

  • Starting size: 8 players
  • Peak fun: 12 players
  • Stress: Medium

Classic

Classic werewolf! This was the only mode prior to the 2015 Halloween update.

Roles

[4] wolf, seer [6] cursed villager [8] traitor, harlot, village drunk [10] wolf(2), gunner [12] werecrow, detective [15] wolf(3) [17] bodyguard [18] cursed villager(2) [20] wolf(4)

Strategy

Notes

  • This was the norm before the 2015 Halloween update, which added a great amount of the roles lykos currently has.

Stats

  • Starting size: 4 players
  • Peak fun: 12 players
  • Stress: Medium-low

Villagegame

Presents itself as default, but there are no wolves. Lykos chooses who to kill every night, and must be lynched for the village to win. If the village lynches lykos while the game mode really is default, wolves win instantly. Currently disabled, and will likely be disabled for the foreseeable future; lykos cannot be voted.

Roles

Like default, without wolfteam roles.

Strategy

Notes

  • Gets tiring pretty fast. Disabled for a good reason.

Stats

  • Starting size: 4 players
  • Peak fun: ???
  • Stress: Medium

Roles

Villager

You're just a villager.

Playing as:

Standard villager strategy is discussed in the strategy section. Just try to fakehint, pay attention, follow the safes, and not idle.

Playing against:

Not much to see here. Make sure a smart villager doesn't trick you into thinking they're safe (thus wasting a kill).

Seer

You can see people at night to determine their role. You will see the traitor, hag, sorcerer, time lord, cultist, minion, turncoat, amnesiac, lycan, clone, fool, jester, werekitten, warlock, piper, and demoniac as villagers. You will see the monster, mad scientist, cursed villager, and succubus as wolves. Every other role will be seen reliably, save for the effects of certain shaman totems.

Playing as:

See quick. If there are no other safes, try to see as fast as possible (see the strategy section: "The 4p Gambit"). Make sure to hint. Because you've got to be fast, limit this hint. Something like "mv" - this is the format fakehints will generally come in too, so a competent village will cover you. If you can trust yourself to be very fast, you can claim early. In 6p, for example, you can claim on the first day even if you saw a villager, because you will be able to see and hint n2. If you are not that fast, you can still PM the person you saw as a villager and tell them they are safe.

In larger modes with more safe roles, you don't need to see as fast, but you should still hint. Let a safe claim d1, and PM them with your identity and who you saw. Make sure to see unsafes.

Playing against:

Kill them fast, unless another safe takes priority or they will likely be protected.

Oracle

You are like the seer, but your result is limited to "wolf" or "not a wolf", instead of an exact role. You will see as a villager whatever the seer would see as anything other than a wolf.

Village Drunk

You have no powers, but you are a safe nevertheless.

Playing as:

Claim either to the harlot/lead safe, or to the village, as with any other safe role. If you are the gunner as well, you will be given many more bullets than usual, but your chance of missing or dying with it will also be much higher. Be careful.

Playing against:

The drunk can't really do anything to harm you, unless they are a gunner, in which case killing them could get you their gun. Other safes are more dangerous, and should be killed first.

Harlot

You provide important "services" to the village.

Playing as:

You'll usually be the first safe to claim to the village; you will be in charge of coordinating communication between the safes, and ordering them to do things. Make sure to visit and hint n1. Do not visit known wolves, and do not visit known safes. If, in subsequent nights, you do not hint, make sure it is known who you are visiting by telling the safes.

Playing against:

Don't attack the harlot directly unless you're sure they won't visit. Try to attack the person the harlot is visiting, if you know or can guess who that is. If you are being visited, let your team know, and make sure not to attack the harlot.

Guardian Angel

Playing as:

Playing against:

Bodyguard

Playing as:

Playing against:

Priest

Playing as:

Playing against:

Detective

Playing as:

Playing against:

Prophet

Playing as:

Playing against:

Augur

Playing as:

Playing against:

Mystic

Playing as:

Playing against:

Time Lord

Playing as:

Playing against:

Matchmaker

Playing as:

Playing against:

Mad Scientist

Playing as:

Playing against:

Hunter

Playing as:

Playing against:

Vigilante

Playing as:

Playing against:

Shaman

Playing as:

Playing against:

Wolf

Playing as:

Playing against:

Werecrow

Playing as:

Playing against:

Wolf Cub

Playing as:

Playing against:

Werekitten

Playing as:

Playing against:

Alpha Wolf

Playing as:

Playing against:

Fallen Angel

Playing as:

Playing against:

Wolf Mystic

Playing as:

Playing against:

Wolf Shaman

Playing as:

Playing against:

Doomsayer

Playing as:

Playing against:

Traitor

Playing as:

Playing against:

Hag

Playing as:

Playing against:

Sorcerer

Playing as:

Playing against:

Warlock

Playing as:

Playing against:

Cultist

Playing as:

Playing against:

Minion

Playing as:

Playing against:

Lycan

Playing as:

Playing against:

Turncoat

Playing as:

Playing against:

Vengeful Ghost

Playing as:

Playing against:

Amnesiac

Playing as:

Playing against:

Clone

Playing as:

Playing against:

Crazed Shaman

Playing as:

Playing against:

Fool

Playing as:

Playing against:

Jester

Playing as:

Playing against:

Monster

Playing as:

Playing against:

Demoniac

Playing as:

Playing against:

Piper

Playing as:

Playing against:

Succubus

Playing as:

Playing against:

Dullahan

Playing as:

Playing against:

Wild Child

Playing as:

Playing against:

Cursed Villager

Playing as:

Playing against:

Blessed Villager

Playing as:

Playing against:

Gunner

Playing as:

Playing against:

Sharpshooter

Playing as:

Playing against:

Mayor

Playing as:

Playing against:

Assassin

Playing as:

Playing against:

Vocabulary

Werewolf Terms

Bandwagon: The rapid lynching of a player by many others, often implied to be organized by wolves.

CS: Crazed Shaman.

DT: Death totem.

Failvil: Either a villager who has done something really bad/stupid, either purposely or not, or an entire village that seems incompetent. Also: failvillage, failvillager

Fakeclaim: A person, usually on the wolfteam, who claims to be a role that they are not.

Fakehint: A hint, usually during the game's first night, by someone who is not the seer/oracle/harlot.

Fullsafe: Cannot possibly be wolfteam. E.g., a player is visited by a harlot after the traitor is known to have died, and lives. The player can neither be a wolf or a traitor, and so is fullsafe.

Gamemode: A specification for roles to be included in a game of werewolf. Also: mode, roleset

Halfsafe: Safe to an extent. E.g., a player is visited by a harlot, and the harlot lives: the player is definitely not a wolf, but could still be a traitor, and so is halfsafe.

Headshot: A gunner that manages to shoot and kill a non-wolf.

Hint: A message sent by a safe role to indicate who they saw, visited, etc.

N1, D1: Night 1, day 1, night 2, day 2, and so on. Night 1 is the first night of the game, beginning when the game starts.

Ninjastart: The act of starting while people are away, or while it is not expected.

Randomlynch: The lynching of a randomly chosen player, generally one who is not a safe.

Safe: A person who is definitely not a wolf, either because they have been deemed fullsafe, or because they are a village role.

Safechannel, or Safechan: A channel for the purpose of communication between safes.

Seersafe: A player who has been seen as a villager by the seer (or, as not a wolf by the oracle).

Stasis: Being prevented from playing as a punitive measure for past behavior, such as idling out or quitting mid-game. Automatically set by lykos, but can be given by mods.

++, --: Terms used to express praise or disapproval. Once part of a karma system, now disabled, they are still used often.

IRC Terms

AntiSpamMeta: An anti-spam bot. Rather tame.

Kline: A network ban.

Mode: A setting set on a channel or its users. Users who are +o and +v can talk when the channel is +m, or moderated. Users who are +o can also kick or ban others, and set modes themselves.

Netsplit: A disconnection between servers, causing mass drops of users.

Op, or Operator: A user who has access to +o on a channel, and can kick or ban users.