One Night Ultimate Werewolf: Daybreak
One Night Ultimate Werewolf: Daybreak Rulebook
Table of Contents
Table of Contents
Contents
Role cards: Sentinel, Alpha Wolf, Mystic Wolf, Apprentice Seer, Paranormal Investigator, Witch, Village Idiot, Revealer, Curator, Dream Wolf, Bodyguard.
Role tokens (the number on each token is its place in the night wake order): 0 Sentinel, 2-B Alpha Wolf, 2-C Mystic Wolf, 5-B Apprentice Seer, 5-C P.I., 6-B Witch, 7-B Village Idiot, 10 Revealer, 11 Curator, Dream Wolf, Bodyguard.
Artifact tokens: Claw of the Werewolf, Brand of the Villager, Cudgel of the Tanner, Void of Nothingness, Mask of Muting, Shroud of Shame.
Shield tokens (2).
Getting Started Guide
Daybreak is a standalone game that can also be combined with One Night Ultimate Werewolf. The core rules below are from the Getting Started Guide included in the box.
In One Night Ultimate Werewolf, each player takes on the role of a Villager, a Werewolf, or a special character. It's your job to figure out who the Werewolves are and to kill at least one of them in order to win....unless you've become a Werewolf yourself!
Unlike many other games, the real fun in One Night is figuring out exactly what happened over that one night, where many of the players performed some sort of special action. You'll need to figure out what team you're on (because your role card might have been switched with another role card), and then figure out what teams the other players are on. At the end of each game you'll vote for a player who isn't on your team; the player that receives the most votes is "killed." If a Werewolf is killed, everyone on the village team wins. If no Werewolves are killed, the Werewolf team wins.
The more you play One Night, the more you'll realize how important it is to wait until just the right time to reveal information, and how important it can be to lie, regardless of what team you started on.
Because the game is so short, you'll probably end up playing multiple games. Because One Night is so different, it may take a few games until you get into the flow of figuring out what to say when, and soon you'll realize that events of previous games have an undeniable impact on the current game in terms of how players behave, who they believe, and what their real motivations are.
First Game Setup
Setup differs based on the number of players (3-10). For your first game, it's recommended that you play a 3-5 player game to get a quick sense of gameplay (If you have more, don't worry. The game is very quick and everyone else will enjoy watching).
Include the following cards:
- 3 players: 2 Werewolves, 1 Seer, 1 Robber, 1 Troublemaker, 1 Villager
- 4 players: +1 Villager
- 5 players: +2 Villagers
There should always be three more cards than the number of players. Shuffle the selected cards face down and deal one to each player. Put the remaining three cards and tokens that match all the cards being used in the middle of the table.
Each player should secretly view their card, and place it face down near the three cards in the center of the table. All players should be able to reach all cards easily.
Night
There are several roles that are called on at night to do a night action. However, players with a Villager, Tanner, or Hunter card never wake up at night.
In addition to having a role card, one player is designated the Announcer and announces each of the roles in order and silently counts to ten after each role is woken up to allow the players with that role to perform their action at night. Use this script with the previously suggested cards:
Announcer: "Everyone, close your eyes."
All players close their eyes (including the Announcer).
"Werewolves, wake up and look for other werewolves."
The werewolves open their eyes and look for anyone else whose eyes are open (there might not be any others).
"Werewolves, close your eyes. Seer, wake up. You may look at another player's card or two of the center cards."
The player with the Seer card opens her eyes and may quietly look at one other player's card or any two of the cards in the center.
"Seer, close your eyes. Robber, wake up. You may exchange your card with another player's card, and then view your new card."
The player with the Robber card opens his eyes and may quietly exchange his card for another player's card, which he looks at.
"Robber, close your eyes. Troublemaker, wake up. You may exchange cards between two other players."
The player with the Troublemaker card opens her eyes and may quietly exchange the cards of two other players without looking at those cards.
"Troublemaker, close your eyes."
The Announcer, keeping his eyes closed, moves the cards around slightly (this ensures no one can claim a card was moved/inspected because it is no longer in its original position).
"Everyone, Wake up!"
All players open their eyes and look around suspiciously.
At night, players who are not active (whose eyes are closed) may not move, point, or do anything to communicate with the active player(s).
Day
After the night phase, players discuss amongst themselves who they believe the Werewolves are. All players may say anything, but may never show their card to anyone. Werewolves might want to claim to be a different role so that they don't die.
Because certain roles change other players' cards, some players will believe they are one role, when they are actually a different one. After the night phase, your role is the card that is currently in front of you, which may be different than your original role. No one may look at any cards after the night phase.
After a few minutes of discussion, players vote.
"Everyone, three, two, one, VOTE!"
Each player points to another player.
The player with the most votes dies and reveals his card. In case of a tie, all players tied with the most votes die and reveal their cards.
If no player receives more than one vote, no one dies. One way the players might achieve this is if everyone votes in the same direction around the table, with each player receiving one vote (decide this as a group before you vote).
Game End
After just one night and one day...
The village team wins:
- If at least one Werewolf dies. Even if one or more players who are not Werewolves die in addition to a Werewolf dying, everyone on the village team wins.
- If no one is a Werewolf and no one dies. It is possible for no one to be a Werewolf if all Werewolf cards are in the center.
The werewolf team only wins if at least one player is a Werewolf and no Werewolves are killed.
If you are playing with the Tanner, there are special rules regarding who wins; see the Tanner's role description for details.
Get the Free App
Instead of having an Announcer, you can simply use the free app for mobile devices available at www.beziergames.com. This app calls out the roles you're using in order, provides some background noise, and also has a timer for the day phase. You can even set it to move quickly once players are comfortable with all the roles.
The app works on both Android and iOS devices and is completely free!
The app is highly recommended; even though it's not required, it's very beneficial to use it. The app also provides narration for the sequel: One Night Ultimate Werewolf Daybreak.
Using Role Tokens
One Night Ultimate Werewolf includes role tokens that match each of the cards.
During the day phase of the game, players can use the tokens to help them deduce players' roles by placing appropriate tokens on top of cards that they've "verified."
Having the role tokens that are in play during each game near the center of the table allows everyone to see which roles (and how many of each) are in the current game. The numbers on the tokens correspond to the night wake order.
If you aren't using the App (though you really should), you can place the tokens being used in front of the player who is the Announcer, so that he can quickly determine the night order of the roles to call out.
Announcer Tips
The best tip is to get the free app. However, there are times when this isn't possible, so here is some advice for announcing:
As the Announcer, place any tokens with numbers on them near you in ascending order, and open your eyes in between roles if you need to check the night wake order. Otherwise keep your eyes closed during the night. You may want to tap on the table during the night to mask any sounds made by players when they are looking at and moving cards. If you call your own role, don't speak while performing your action.
When introducing players to the game for the first time, or introducing new roles, be sure to pause during the "action" section of each role you call to give players enough time to decide what to do and to complete their action.
Other Tips
It's not uncommon for the first few games of One Night to start the day phase with people looking at each other, wondering what to say.
To get things started, you might want to offer a limited amount of information, such as "I'm the Seer but I'm not going to say what I looked at...yet," or "I started as the Robber, but I exchanged someone's card...once some other people start talking I'll tell you whose it is."
Knowing how all the roles in the game work is really important if you're a Werewolf, as you'll have to lie initially about who you are and what you did (if anything). It's easy to lie and say you are a Villager, but it's often more effective to boldly claim to be another role before the "real" owner does; there's a chance that role is a center card, and if it isn't, the "real" owner of that role may have a hard time convincing other players what he is, since you claimed the role first.
While honesty may be the best policy in real life, in One Night, even if you started on the villager team, it can lead to your downfall. For instance, claiming you are the Robber and that you stole a Villager card from some one may get everyone to believe you (if the player you stole from verifies he was indeed a Villager to start with), but if the Troublemaker switched your card with a Werewolf, you'll be voted out easily, with no credible defense available to you. Instead, waiting just a little bit to learn if your card was indeed switched by the Troublemaker would give you the opportunity to lie and say you started as a Werewolf, and now the person you were switched with is a Werewolf (even if the opposite is true).
The more that you play One Night, the more fun it will be to devise a web of lies and simultaneously unravel the truth. As your ability to deceive and figure things out increases, so will the abilities of other players, making each game more and more interesting. And when roles are changed between games, you'll discover that your strategies will evolve even further.
With larger groups, you'll need a bit more time for daytime discussion than with smaller groups. After a few plays consider using a timer; when the timer goes off, everyone must vote. This adds a sense of urgency to the discussions, and will result in less non-relevant conversations during the day.
Playing with higher player numbers (7+) can make it difficult for everyone to reach the middle of the table. Standing at the table during the Night phase can make reaching easier, and using a smaller table can also help. If you have to use a long "banquet" table, try to position the players on the long sides of it, and not the ends.
Playing With the Daybreak Roles
This section describes all of the roles in Daybreak, and also explains how they interact with roles from the original One Night Ultimate Werewolf game.
For the roles below, "Werewolf" includes the Alpha Wolf, Mystic Wolf, and Dream Wolf.
If you're a One Night Ultimate Werewolf veteran, add a few of the Daybreak roles to each game until you become comfortable with them.
Roles That Wake Up at Night
Sentinel
The Sentinel wakes up and may place a shield token on any player's card except his own. That card may not be viewed or moved, and may not have an artifact placed on it.
The Sentinel's shield prevents the Witch, Robber, Drunk, and Insomniac from viewing or moving their own card (if it is shielded). While the Drunk's power is normally mandatory, a shield on the Drunk's card prevents the Drunk from using his power.
During setup, a shield token should be placed near the center cards so the Sentinel can easily reach it.
The Sentinel is on the village team.
"Sentinel, wake up. You may place a shield token on any player's card but your own."
The Sentinel opens his eyes and may place a shield token on any player's card but his own.
"Sentinel, close your eyes."
Alpha Wolf
If playing with the Alpha Wolf, position any other Werewolf card (including a regular Werewolf, the Mystic Wolf, or Dream Wolf) face down and perpendicular to the three center cards (see the setup image on page 2 of the Getting Started Guide for an example of where to place the Center Werewolf card). At night, the Alpha Wolf wakes with the other Werewolves. Afterwards, the Alpha Wolf wakes up separately. The Alpha Wolf must exchange the Center Werewolf card with any other player's card (but not his own card or another Werewolf's card), without looking at either card.
All roles that can view or move a center card may also view or move the Center Werewolf card.
The Alpha Wolf is on the werewolf team.
"Alpha Wolf, wake up and exchange the Center Werewolf card for any other player's card."
The Alpha Wolf opens his eyes and exchanges the Center Werewolf card with another player's card.
"Alpha Wolf, close your eyes."
Mystic Wolf
The Mystic Wolf wakes with the other Werewolves. Afterwards, the Mystic Wolf wakes up separately. The Mystic Wolf may look at one other player's card. The Mystic Wolf is on the werewolf team.
"Mystic Wolf, wake up. You may look at another player's card."
The Mystic Wolf opens her eyes and may quietly look at one other player's card.
"Mystic Wolf, close your eyes."
Apprentice Seer
The Apprentice Seer wakes up and may look at one of the center cards. The Apprentice Seer is on the village team.
"Apprentice Seer, wake up. You may look at one of the center cards."
The player with the Apprentice Seer card opens her eyes and may quietly look at one of the cards in the center.
"Apprentice Seer, close your eyes."
Paranormal Investigator
The P.I. wakes up and may look at the cards of up to two other players, one at a time. If he views a Werewolf or Tanner, he may not view any more cards, and he becomes a Werewolf or Tanner, respectively.
If the P.I. sees the Doppelgänger that saw a Werewolf, he continues looking (he doesn't know what the Doppelgänger saw, and does not become what the Doppelgänger saw, even if the Doppelgänger saw a Werewolf or Tanner).
The Paranormal Investigator is on the village team, unless he finds a Werewolf, in which case he joins the werewolf team, or if he finds a Tanner, in which case he becomes a Tanner and only wins if he dies.
"P.I., wake up. You may look at up to two cards of other players. If you see a Werewolf or the Tanner, you must stop, and you become a Werewolf or the Tanner."
The player with the P.I. card opens his eyes and may quietly look at up to two other player's cards. If he sees a Werewolf or the Tanner, he stops looking and becomes a Werwolf or the Tanner.
"P.I., close your eyes."
Witch
The Witch wakes up and may look at one of the center cards. If she does look at a center card, then she must exchange that card with any player's card (including her own card), placing that player's card back in the center (in the same location) without looking at it. The Witch is on the village team, unless she replaces her own card with a card from a different team.
"Witch, wake up. You may look at one of the center cards. If you do, you must exchange that card with any player's card."
The player with the Witch card opens her eyes and may quietly look at one of the cards in the center. If she does, she must exchange that card with any player's card.
"Witch, close your eyes."
Village Idiot
The Village Idiot wakes up and may move all players' cards but his own one place to the left or move all players' cards but his own one place to the right. If he chooses to move cards, he must always move all player's cards except his own card, the center cards, and any cards with a shield token on them.
The Village Idiot is on the village team.
"Village Idiot, wake up. You may move everyone's card but your own to the left or to the right."
The player with the Village Idiot card opens his eyes and may quietly move everyone's card but his own, the center cards, or a card with a shield token on it to the left or to the right.
"Village Idiot, close your eyes."
Revealer
The Revealer wakes up and may flip any other player's card face up. If a Werewolf or Tanner is showing, he must flip it over again face down. If the Revealer reveals a Doppelgänger or P.I. card, he leaves it face up. The Revealer only flips one card face up, even if he finds a Werewolf or Tanner.
The Revealer is on the village team.
"Revealer, wake up. You may flip over any other player's card. If it is a Werewolf or the Tanner, flip it over face down."
The player with the Revealer card opens his eyes and may quietly flip another player's card over so it is face up. If it is a Werewolf or the Tanner, it must be flipped again face down.
"Revealer, close your eyes."
Curator
The Curator wakes up and may choose and place a random face down Artifact token (without looking at it) on any player's card (including his own). See the list on the opposite page for tokens and their effects.
The Curator may not place an Artifact token on a card that has a shield token on it.
The Curator is on the village team.
"Curator, wake up. You may place an Artifact token face down on any player's card."
The player with the Curator card opens his eyes and chooses one of the face down Artifact tokens and places it on any player's card.
"Curator, close your eyes."
No-Wake Roles
Bodyguard
When everyone votes, the player that the Bodyguard points to cannot be killed. If that player received the most votes, the player with the next most votes (at least two) is killed. Recommended for five or more players.
When the Bodyguard is in the game, it is necessary for all players to turn their cards over right after the vote (to see if the Bodyguard is pointing to the player with the most votes).
The Bodyguard is on the village team.
Dream Wolf
The Dream Wolf does not wake up with the other Werewolves. When the Werewolves are called, he sticks out his thumb so that the other Werewolves know who he is. When playing with the Minion, the Dream Wolf sticks out his thumb during the Minion's night phase. The Dream Wolf is on the werewolf team.
When playing with the Dream Wolf, the announcer should wake the Werewolves slightly differently:
"Werewolves, except for the Dream Wolf, wake up and look for other Werewolves. Dream Wolf, stick out your thumb."
The Werewolves (except for the Dream Wolf) open their eyes and look for anyone else whose eyes are open. The Dream Wolf sticks out her thumb, so the Werewolves know who he is.
"Dream Wolf, put your thumb away. Werewolves, close your eyes."
Artifacts
There are different Artifact tokens that can be placed on any player's card by the Curator. When the night phase is over, any player with an Artifact token on his card must immediately secretly look at his token. A player with an Artifact token may not show that token to anyone else. However, they may say anything about that token that they want to: they may say what it actually is, they may lie, etc.
All Artifact tokens override the card they are placed on; the Artifacts that change your role also take away any special power you might have at the end of the game (for instance, if your card is the Bodyguard and you receive the Brand of the Villager, the person you point at gets a vote and is not protected, because you are a Villager and not a Bodyguard anymore).
Artifact tokens that change a player's role also remove the Hunter's power and Tanner's winning condition if the token owner had one of those cards.
A token that is the same as your card (for instance, receiving a Claw of the Werewolf token on top of your Werewolf card) doesn't really do anything. However, you often can't be sure if your card was changed; but if it was, the token overrides that.
During setup, all of the Artifact tokens should be placed face down and shuffled, and the stack of face-down Artifact tokens should be placed near the center cards so the Curator can easily reach them.
You may choose to include only some of the Artifacts instead of all of them, based on your personal preference.
The following is a list of Artifacts:
Claw of the Werewolf: You are now a Werewolf.
Brand of the Villager: You are now a Villager, with no special abilities.
Cudgel of the Tanner: You are now a Tanner. You only win if you die. If you die, the werewolf team cannot win. If a Werewolf and you both die, both you and the village team wins.
Void of Nothingness: This artifact has no effect.
Mask of Muting: You may not speak. You may use hand motions, sign language, etc. as long as you are silent.
Shroud of Shame: You must turn your chair, body, and face away from the other players. You may still speak, but you may not look at the other players or the cards and tokens. You may not turn around when voting, but you may (try to) point at any player (the other players will determine who you pointed at).
Doppelgänger and Daybreak
Even though your group of players might be very comfortable using the Doppelgänger with the original One Night Ultimate Werewolf roles, we suggest that you play with the new roles without the Doppelgänger before playing with her.
The Doppelgänger does the following based on what she sees (roles marked with a * are night actions that the Doppelgänger does immediately):
*Sentinel: The Doppelgänger-Sentinel may immediately place a shield token on another player's card (not her own).
*Alpha Wolf: The Doppelgänger-Alpha Wolf immediately exchanges the Center Werewolf card with any player except hers or the Alpha Wolf's (but does not look at either card). When the Werewolves are called, the Doppelgänger-Alpha Wolf wakes up with the rest of the Werewolves. She does not wake up when the Alpha Wolf is called.
*Mystic Wolf: The Doppelgänger-Mystic Wolf may immediately look at any player's card. When the werewolves are called, she wakes up with the rest of the werewolves. She does not wake up when the Mystic Wolf is called.
*Apprentice Seer: The Doppelgänger-Apprentice Seer may immediately view one of the center cards. She does not wake up when the Apprentice Seer is called.
*Paranormal Investigator: The Doppelgänger-P.I. may immediately look at other players' cards, one at a time, up to two of them. If she sees a werewolf she must stop, and then she becomes a werewolf. She does not wake up when the P.I. is called.
*Witch: The Doppelgänger-Witch may immediately look at a center card, and if she does that she must exchange it for any player's card without looking at that player's card. She does not wake up when the Witch is called.
*Village Idiot: The Doppelgänger-Village Idiot may immediately move all player cards to the left or right. She does not wake up when the Village Idiot is called.
Revealer: The Doppelgänger-Revealer wakes up towards the end of the night, immediately after the Revealer goes to sleep, and may flip over any player's card that is face down; if that card is a Werewolf or a Tanner, it must be flipped back over face down. She does not wake up when the original Revealer is called.
Curator: The Doppelgänger-Curator wakes up towards the end of the night, immediately after the Curator goes to sleep, and may place an Artifact token face down on any player's card, except a card that already has a shield or another token on it. She does not wake up when the original Curator is called.
Bodyguard: She is now that role and does nothing else at night. When it comes times to vote, the Doppelgänger-Bodyguard's "vote" protects whichever player she is pointing at.
Dream Wolf: The Doppelgänger-Dream Wolf is on the werewolf team but she does not wake with the other Werewolves, but instead puts her thumb out when the Werewolves are called at night.
The script for the Doppelgänger is more complex depending on which Daybreak roles you have in place. If she sees a no-wake role (Bodyguard or Dream Wolf) or a regular night action role (Sentinel, Alpha Wolf, Mystic Wolf, Apprentice Seer, P.I., Witch, Village Idiot), you may use the standard script from the original One Night Ultimate Werewolf game. If she views the Revealer or Curator, she'll need to wake again right after those roles wake up.
If the Revealer and Doppelgänger are both in play, using the following Script after the Revealer:
"Doppelgänger, if you viewed the Revealer card, wake up and turn any card face up. If the card you reveal is a Werewolf or a Tanner, turn it back over face down."
The Doppelgänger opens her eyes and turns over any player's card. If it is a Werewolf or a Tanner, she flips it over face down again.
"Doppelgänger, close your eyes."
If the Curator and Doppelgänger are both in play, using the following Script after the Curator:
"Doppelgänger, if you viewed the Curator card, wake up and place an Artifact token on any card."
The Doppelgänger opens her eyes and places an Artifact token face down on any player's card which does not already have a token on it.
"Doppelgänger, close your eyes."
Playing With More Than 10 Players
If you have more than 10 players who want to play, and you have both One Night Ultimate Werewolf and Daybreak, consider splitting into two groups, with each group playing a separate game.
If you want to have a giant game with more than 10 people all playing together, you'll want one person who isn't playing to stand/sit near the cards to show/move cards as each player wakes up. When a player wakes up, they point to the card(s) to be shown/moved, and the non-player does that action for them. Trying to fit more than 10 people around a table where everyone wants to reach the center of the table can be challenging otherwise.
Fun Scenarios
While you can mix any set of roles together and still have a great time playing, the following are a few sets that we've found particularly engaging during hundreds of playtest sessions. The player counts are the minimums; you can add other roles to these sets to match the number of players (remember you need 3 more cards than players).
At least 3 players
Evil Transformation: Doppelgänger, Alpha Wolf, Mystic Wolf, Minion, Robber, Witch
Trust No One: Doppelgänger, Alpha Wolf, Dream Wolf, Robber, Witch, Tanner.
At least 4 players
Cautionary Tale: Werewolf, Mystic Wolf, Seer, Apprentice Seer, Revealer, Hunter, Bodyguard.
At least 5 players
Information Society: Werewolf, Mystic Wolf, Seer, Apprentice Seer, Paranormal Investigator, Witch, Insomniac, Revealer.
Total Chaos: Doppelgänger, Alpha Wolf, Werewolf, Robber, Witch, Troublemaker, Village Idiot, Curator.
Night Wake Order With Daybreak & One Night
The following is a list of all the roles that are woken at night from both the original One Night Ultimate Werewolf game as well as Daybreak, and the order they should be woken relative to each other (only call the roles that are in your game):
- #0: Sentinel
- #1: Doppelgänger
- #2: Werewolves
- #2-B: Alpha Wolf
- #2-C: Mystic Wolf
- #3: Minion
- #4: Masons
- #5: Seer
- #5-B: Apprentice Seer
- #5-C: Paranormal Investigator
- #6: Robber
- #6-B: Witch
- #7: Troublemaker
- #7-B: Village Idiot
- #8: Drunk
- #9: Insomniac
- #9a: Doppelgänger-Insomniac
- #10: Revealer
- #10a: Doppelgänger-Revealer
- #11: Curator
- #11a: Doppelgänger-Curator
The Villagers, the Tanner, and the Hunter from One Night Ultimate Werewolf are never woken up at night. The Bodyguard and Dream Wolf from Daybreak are never woken up at night.
Credits
Thanks Playtesters: Corey Allen, Jenny Allen, Carol Alspach, Dakota Alspach, Gage Alspach, Toni Alspach, Micah D. Bobo, Ric Bretschneider, Patrick Boyd, Chris Castagnetto, Caroline Castagnetto, Bay Chang, Audrey Cueto, JJ Cwik, Jimmy DeLisle, Annie Diaz, Teddy Diaz, Scott Dye, James A. English, Chad Exersgerd, Tim Farley, Randy Farmer, Hamilton Farrow, Melody Farrow, Shelley Ganschow, Doug Garrett, Ryan Graham, Debbie Gustein, Stephanie Humphrey, Dean Lizardo, Cameron McKenzie, Brent Moroz, Richard New, Aaron Newman, Mario Palita, Greg Poulos, Steve Samson, Kenneth Stuart, Sean Tompkins, Ray Wisneski, Kevin Wood, Chris Woodmansee, Karen Woodmansee, and many others.
About the Designer: Ted Alspach is the designer of several games including One Night Ultimate Werewolf, Castles of Mad King Ludwig, Ultimate Werewolf, and Suburbia. He resides in a secluded fortress somewhere in Northern California with his wife, son, daughter, dog, and two cats, all of whom claim not to be werewolves. Ted doesn't believe any of them.
About the Artist: Brazilian artist Gus Batts has illustrated more than 50 children's books. See more of his fantastic artwork at www.gusbatts.daportfolio.com.
One Night Ultimate Werewolf and One Night Ultimate Werewolf: Daybreak and these rules are copyright ©2015 Ted Alspach and Bezier Games, Inc. All Rights Reserved.