One Night Ultimate Werewolf
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- Each player gets a unique role: A Werewolf, Seer, Troublemaker, or another, all with special abilities
- After a secret night phase that includes changing roles, players have just 5 minutes to find a Werewolf
- Includes a free iOS/Android app that makes playing incredibly engaging and addictive
- May be combined with One Night Ultimate Werewolf Daybreak and One Night Ultimate Vampire for epic battles
- 3-10 players, Ages 8 and up
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CHOKING HAZARD -- Small parts. Not for children under 3 yrs.
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From the manufacturer
The 10 Minute Party Game You'll Play Again and Again
One Night Ultimate Werewolf has so few rules, everyone will be up and playing in just minutes. Each player is given a single card, which they secretly view, giving them a special power to help the Villager or Werewolf team.
Press a button on the free app, and it walks you through the night phase in minutes. Then you have five minutes to discuss what happened at night, and figure out who the werewolves are! If you find a werewolf, you win. ..but If you don't, they win!
Perfect for any group: Amazing fun with 3-10 players
Players can join in for just a single game, or stay and play a whole bunch of them in a row!
The Free App for iOS, Android, and Kindle Fire
One Night games come to life with the amazing free app, that's just as easy to use as the game is to play. Select the cards you have in the game, press play, and the app walks you through each game. ..with an irreverant attitude and a lot of charm.
Meet the Good Guys
The Seer gets to view another player's card, so she'll know the true identity of another player. That is, as long as that card doesn't get switched. And since anyone can claim to be the Seer (or any other role), will anyone believe her?
The Troublemaker has the ability to swap cards between two other players…even changing a villager into a werewolf (and vice-versa). She might bluff and say she switched cards between players in order to get the truth out. ..or she might tell the truth.
The Robber steals a card from another player, and then becomes that role. That's all good. ..unless he steals a werewolf card, turning himself into a furry bad guy while changing the other player into a regular villager!
Meet the Bad Guys
Ferocious and Furry, the werewolves have a lot of info at the start of the game—they know exactly who is on their team. All they have to do to win is make sure no one else figures that out, so they need to mislead the other players. ..very carefully.
The Minion is on the Werewolf team, but he isn't a werewolf. He knows who the werewolves are, and is trying his hardest to misdirect the rest of the players into thinking other players are the werewolves, even himself!
The Tanner isn't on the werewolf or the village team; instead, he wants the players to think he's a werewolf, because if they vote for him, he wins, and everyone else loses! So he really has to act suspicious. ..but not 'too' suspicious.
One Night Ultimate Werewolf is a fast-paced game where everyone gets to be a different role. In the course of only one night and the following morning, the players will determine who among them is a werewolf...hopefully. One Night Ultimate Werewolf is a micro game of the party game Ultimate Werewolf that doesn't need a moderator. There's no elimination and each game lasts about 10 minutes.
Compare with similar items
Ultimate Werewolf Deluxe Edition
Werewolves of Millers Hollow
One Night Ultimate Werewolf Daybreak
One Night Ultimate Vampire
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|Sold By||Body Electric Therapy Center||PAUL SIMKINS||Amazon.com||Wraith&Co||A R BEAUTY SALON LLC||D & F HARD SCAPE SERVICES CORP|
|Are Batteries Required||No||No||No||No||No||No|
|Item Dimensions||6.88 x 1.5 x 5.25 in||6.88 x 1.5 x 5.12 in||6.3 x 2.8 x 9 in||4 x 1 x 4 in||6.88 x 1.5 x 5.25 in||5 x 1.5 x 7 in|
|Item Weight||—||0.62 lb||1.25 lbs||1.76 ounces||4.02 ounces||8 ounces|
Top customer reviews
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I just got through playing this obsessively this past weekend at Kublacon in the Bay Area. I tried a demo game on Saturday, and after one game I was hooked. I then played and hosted the game for about 16 hours on Sunday until my tablet died and my voice was hoarse from narrating.
This is a near-perfect distillation of the Ultimate Werewolf ruleset. Playing has no eliminations, no moderating, and lasts less than ten minutes (we typically played between 4-7 minutes depending on the size of the group). Everyone plays. Everyone has fun. Everyone lies. It's the best of deception and deduction.
Here's how the game works:
Players each take a card from a pile in the middle, and there are three cards left in the middle (there are always N+3 cards being used in the game). Each card has a role on it that can range from a vanilla Villager to Werewolf to the really dumb to play with Doppelganger (really, just never put it in the game because it's horrible).
Players then arrange their cards into a "board" with the three unselected cards in the middle, and the player cards pointing at each player. Then begins the night phase.
During the night phase, certain roles take their turn in order. Seers can look at another player's card or two from the middle, Robbers can steal another players role and give the other player their Robber card. Troublemakers swap two other players cards without seeing what their roles are, and so on. Then everyone wakes up for the day phase.
During the day phase, everyone must come to a consensus on who the werewolf is based on where the cards ended up. No one can look at their card during the day phase, so there is a chance that you may not be the same role that you were before and not know it. Everyone works together to figure out what happened and who knows what. A game of deception and deduction. At the end of the time limit agreed upon, everyone votes by pointing their finger at another player. Whoever receives the most votes dies and reveals their role. And that's the entire game.
Basic victory is that Team Villagers win if at least one werewolf dies or if no one dies and no one is a werewolf. Otherwise, Team Werewolf wins. There are other victory conditions depending on the roles being used, but this is the basic one.
You can play with one player doing the announcing during the night, or, and kudos to Bezier Games for this, use the free iOS or Android app to do the announcing for you.
Like I said, the game is nearly perfect. Nearly. I feel like some rules can definitely be fleshed out or clarified a bit more -- perhaps a tree diagram of win conditions since that can be a little hairy once Tanners and Minions are involved.
There was only one thing I really had issue with: Currently, the rules state that if the game ends in a tie of greater than one vote, all of those in a tie die. We ended up changing this to no one dies. This gives more power to the werewolves and, really, just makes more sense I think. I don't think there would be a situation where a village would willingly risk an innocent just because they're indecisive.
All-in-all, I think this is such an excellent game. I probably ended up selling more copies of the game on Sunday than the Bezier booth did since I was encouraging every passerby to join in. "Five minutes. What could it hurt?" Next thing we know, we've been playing for five hours straight.
If you played with me at Kublacon on Sunday (I was the faux-hawky Asian guy), thanks for joining in. I hope that it encouraged you to go and buy the game. If you're Bezier Games, I'm expecting my royalty check some time soon (Kidding!).
The only problem I have however is a fairly big one. Durability.
The cards themselves are hard cardboard that won't break or bend, but... they just wear down at an alarming rate. So far it's mostly ignorable issues, but it's disappointing that only two game nights out of the box and they are showing significant signs of deterioration on the face of the cards. My friend owned a set of these for a year so I can also testify to some game-affecting problems. The sides/edges of the cards are not sealed in any way, so the paper layers will gradually come apart and start peeling at the corners. It becomes a real problem when you are able to identify a face-down card by the peeling of its edges.