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How to play One Night Ultimate Werewolf (2026): One Night Ultimate Werewolf is a ten-minute hidden-role game for three to ten players with no moderator and no elimination. Everyone gets a secret role, special roles act during a single night, cards may be swapped while you sleep, and the village gets one vote in the morning to find a Werewolf. This guide follows the official Bezier Games rulebook: contents, setup by player count, the night script, the day vote, win conditions and every role in the box.
Get the game: One Night Ultimate Werewolf
The box includes 16 role cards across twelve roles, matching role tokens and the rulebook. It costs about $25, and the free Bezier app can narrate the night for you.
Price band: $20–$30 (about $25) · Check today’s price on Amazon
One Night Ultimate Werewolf contents
Three Villagers, two Werewolves, two Masons and one each of the Seer, Robber, Troublemaker, Tanner, Drunk, Hunter, Insomniac, Minion and Doppelgänger, plus 16 role tokens.
Setting up the role cards
Always use three more cards than there are players. For a first game, the rulebook suggests three to five players with this mix:
| Players | Cards to use | Total cards |
|---|---|---|
| 3 | 2 Werewolves, Seer, Robber, Troublemaker, 1 Villager | 6 |
| 4 | Same, plus 1 more Villager | 7 |
| 5 | Same, plus 2 more Villagers | 8 |
Shuffle the chosen cards face down and deal one to each player. Put the three leftover cards face down in the middle of the table. Everyone secretly looks at their card and puts it back face down in front of them. Place the matching role tokens where everyone can see them, so the table knows which roles might be in play.
The night
One player is the Announcer and also plays a role. The Announcer calls each role in order and counts silently to ten after each one. Players whose role is called open their eyes and act quietly; everyone else keeps eyes closed and stays still. Villagers, the Tanner and the Hunter never wake up.
- Werewolves open their eyes and look for each other. With the optional Lone Wolf rule, a Werewolf who wakes alone may look at one center card.
- Seer may look at one other player’s card or two of the center cards.
- Robber may swap their card with another player’s card, then look at their new card. They join that card’s team but do not perform its action.
- Troublemaker may swap the cards of two other players without looking at them.
- Everyone opens their eyes. The Announcer nudges the cards slightly so nobody can tell which were moved.
The day and the vote
Now everyone talks. You may say anything, true or false, but you may never show your card, and nobody looks at any card after the night. Remember that your role is whatever card is in front of you now, which may not be the one you started with.
After a few minutes, the Announcer calls “Everyone, three, two, one, vote!” and each player points at someone else. The player with the most votes dies and reveals their card. If there is a tie, all tied players die. If nobody gets more than one vote, nobody dies.
Who wins
- The village team wins if at least one Werewolf dies, even if villagers die too. It also wins if no player is a Werewolf (both are in the center) and nobody dies.
- The werewolf team wins if at least one player is a Werewolf and no Werewolf dies.
- The Tanner wins only if he dies. If the Tanner dies and no Werewolf dies, the Werewolves do not win.
Full night wake order
When you add more roles, call them in this order and skip any that are not in the game:
- Doppelgänger
- Werewolves
- Minion
- Masons
- Seer
- Robber
- Troublemaker
- Drunk
- Insomniac (then a Doppelgänger who copied the Insomniac)
The other roles explained
- Minion: wakes after the Werewolves and sees them (they raise a thumb), but they do not know the Minion. The Minion is on the werewolf team and wins with them if he dies and no Werewolf does.
- Masons: always add both. They wake and look for each other and are on the village team.
- Drunk: swaps his card with a center card without looking, and becomes that role.
- Insomniac: wakes at the end of the night and looks at her own card to see if it changed. Use her only with the Robber or Troublemaker.
- Hunter: if the Hunter dies, the player he pointed at dies too.
- Doppelgänger: looks at another player’s card first and becomes that role for the game, acting on it as the rulebook describes. Save her until everyone knows the other roles.
Tips for your first games
- Use the free app to run the night so everyone can play, including the Announcer.
- Tap the table during the night to cover the sound of cards moving.
- With seven or more players, stand up during the night so everyone can reach the middle.
- Add a discussion timer once your group knows the game. It keeps the day phase tight.
Want more? Compare it with a longer game in our best social deduction party games, see the moderator version in our classic Werewolf guide or try a bluffing duel with our Coup rules.
One Night Ultimate Werewolf questions
How many cards do you use in One Night Ultimate Werewolf?
Always three more than the number of players. The extra three sit face down in the center.
Can nobody be a Werewolf?
Yes. If both Werewolf cards end up in the center, the village wins only if nobody dies.
Does the Robber do his new role’s action?
No. The Robber joins the team of the card he takes, but he does not perform that role’s night action.



