The following is an explanation of the basic fighting rules aimed at beginners.
It should be noted that as players can be outwitted at Intermediate level and above, gaining experience in a variety of skills and developing unique fighting techniques is recommended.
Being lynched does not necessarily mean defeat. You can continue to participate to see victory for your team at the end.
- The aim of the villagers is to identify the werewolves and expel them from the town.
- Werewolves and madmen will pretend to be “brave, wise villagers” and “trusted seers” in order to entice the other players into selecting innocent villagers for execution.
- Villagers must be aware that throughout the game there is no one they can trust. They can not allow themselves to be easily swayed into suspecting certain characters of being werewolves, nor to become overly confident that other characters are ordinary townspeople.
- Villagers that possess special abilities (such as seers, etcetera) should never allow themselves to be fooled. This will confuse the other villagers, to the detriment of the village.
[Seers and Psychics]
- Players given the role of seer or psychic must use their abilities to lead the villagers to victory.
- The key thing for seers and psychics is to convince others that they are who they claim to be, as werewolves and madmen can also claim to be seers.
- Werewolves will always set out to target true seers for attack, so seers and psychics must be careful when timing their CO (Coming Out).
- The aim of the knight is to protect villagers from werewolf attacks.
- Knights should never reveal that they are bodyguards, nor should they allow themselves to be found out. If their identity is revealed, they will immediately be targeted by the werewolves.
- Although safeguarding the characters most likely to be targeted by werewolves is a good strategy (seers and psychics for example), as the werewolves may also choose to attack characters they deem unlikely to be guarded caution is advised.
- The aim of the madman is to help the werewolves achieve victory.
- As characters with special abilities (such as seers and psychics) can make life difficult for the werewolves, it is in the madman's interest to pass himself off as a seer or psychic as well.
- However, as the madman has no way of knowing who the werewolves are, his best bet is to always claim that the target of his 'divination' is human.
- The madman can assist the werewolves in other ways, such as by placing suspicion on himself to detract attention from a genuine werewolf.
- However, the madman should never allow his identity to become known. To prevent this, he must act like a normal villager and be seen to be actively hunting the werewolves.
- The aim of the werewolf is, of course, to lead the werewolf camp to victory.
- If there are no madmen in the village, it is recommended that werewolves try to pass themselves off as seers or psychics.
- In the event that there are multiple werewolves, it is important that they work together to co-ordinate their votes when it comes to targeting villagers.
- As werewolves can quickly draw suspicion to themselves by acting too conspicuously, it is advisable to behave like normal villagers at first.
- If a werewolf finds himself in a pinch (due to being identified by a seer, for example) he should then do all he can to draw suspicion away from his fellow werewolves.
The following is a glossary of terms that appear frequently throughout the game
- CO is short for “Coming Out” and refers to players choosing to reveal their role to all other players.
- Players playing as seers and psychics use their abilities to discover the identity of the werewolves. Coming Out allows them to pass this information on in an attempt to lead the townspeople to victory.
- As supernatural characters make obvious targets for the werewolves, they must time their CO carefully.