Contents
- 1 The Rules for Playing One Night Ultimate Werewolf Daybreak
The Rules for Playing One Night Ultimate Werewolf Daybreak
Hey there! So, you want to know the rules for playing the awesome One Night Ultimate Werewolf Daybreak game? Well, you’re in luck because I’m here to explain them to you. Let’s dive right in!
Setting Up the Game
First things first, you gotta set up the game. It’s super easy, I promise. Shuffle the Character cards and give one to each player, facedown. Make sure not to look at it – we want to keep the element of surprise, right?
Next, take the same number of Artifact cards as there are players and shuffle them together. Then, deal one to each player, but this time, keep the card face up. These Artifacts are extra powers that each player will have during the game.
Okay, now we’re ready to go!
The Night Phase
I’ll be honest with you, this game can get a little wild. The night phase is when everything happens. Each character has a special ability, and during the night, these abilities are used. Once everyone has secretly performed their actions, it’s time to move on to the day phase.
The Day Phase
Now, things start to get interesting. During the day phase, everyone wakes up and learns about the crazy things that happened last night. Here’s where it gets tricky – some players might lie about what they did at night, and it’s up to you to figure out who’s telling the truth.
Each player gets a chance to speak and try to convince the others that they are not a Werewolf or other evil creature. You’ll have to pay close attention and use your detective skills to piece together the truth. Once everyone has spoken, it’s time to vote!
The Vote
It’s decision time! After the discussion, everyone votes on who they think the Werewolf is. The player with the most votes is now on the hot seat. But be careful, because some characters have special abilities that can change the outcome of the vote.
Revealing the Roles
Once the votes are in, it’s time to reveal the roles. Did you guess right? If the player with the most votes is a Werewolf, then the Villagers win! But if the Werewolf manages to avoid suspicion and get the least votes, they win instead. And let’s not forget about the other characters with special powers – they might have their own victory conditions, so keep an eye out!
Wrapping Up
So, that’s how you play One Night Ultimate Werewolf Daybreak! It’s a fun and fast-paced game that’s all about deducing who the Werewolf is. Each game is different, with new character combinations and special abilities to discover. Now you’re ready to gather your friends, set up the game, and let the chaos begin. Happy hunting!
In One Night Ultimate Werewolf Daybreak, we have a big problem in our little town. There are werewolves on the loose, and they all have special powers. Luckily, we have some incredible characters in our village who can help us identify the werewolves.
The things you’ll find in the box
- 11 Character Cards
- 11 Character Tokens
- 2 Sentinel Tokens
- 6 Artifact Tokens
- Rulebook
- Getting Started Guide
How to play with the Daybreak Roles
Let’s talk about all the roles you’ll find in the Daybreak expansion. I’ll also explain how they work with the roles in the original One Night Ultimate Werewolf game.
Just so you know, when I mention “Werewolf” in the roles below, I’m including the Alpha Wolf, Mystic Wolf, and Dream Wolf.
If you’ve played One Night Ultimate Werewolf before, why not spice things up by adding some Daybreak roles to the mix? It might feel overwhelming at first, but trust me, it’s worth it. Let me introduce you to a few of the roleplayers you’ll meet under the moonlight.
The Night Owls
The Guardian
The Guardian has the power to save another player from harm’s way. Just like a knight guarding their kingdom, the Guardian can protect someone’s precious life each night. It’s a noble deed, but you have to choose wisely – who will you shield from the shadows?
The Alpha Wolf
The Alpha Wolf is a powerful force to be reckoned with. They can either choose someone to convert into a fellow wolf or take a peek at another player’s card. This makes them a formidable opponent, but also a target for suspicious gazes. Who will they choose to have by their side under the full moon?
The Acquaintance
The Acquaintance has the ability to swap two players’ roles or cards. They can effortlessly shift identities in the blink of an eye. But with great power comes great responsibility – the Acquaintance must choose wisely who to swap, as their decision can have far-reaching consequences. Who will they unknowingly bring together or tear apart?
I know it might be overwhelming to learn all these new roles and their powers, but trust me, it adds a whole new level of excitement to the game. So gather your friends, embrace the moonlit madness, and let the games begin!
When I, the Sentinel, wake up during the game, I have the power to protect a player’s card with a shield token. However, I cannot shield my own card. Once a card is shielded, it cannot be viewed, moved, or have an artifact placed on it.
My shield also has special effects on certain other roles. It prevents the Witch, Robber, Drunk, and Insomniac from using their powers if their own card is shielded. For example, the Drunk’s power is normally mandatory, but if their card is shielded, they cannot use their power.
To make things easier, during setup, a shield token should be placed near the center cards so that I can reach it easily.
It’s important to note that I am on the village team, working to protect the villagers from harm.
So, when I, the Sentinel, wake up, I have the option to place a shield token on any player’s card except my own. But once I do that, I need to close my eyes and wait for further instructions.
Now, let’s move on to the role of the Alpha Wolf.
If I’m playing as the Alpha Wolf, I can choose any other Werewolf card, like a regular Werewolf, the Mystic Wolf, or Dream Wolf, and place it face down sideways in front of the three center cards.
During the night, I wake up with the other Werewolves. But I have my own special task after that.
My job as the Alpha Wolf is to swap the Center Werewolf card with any other player’s card. I can’t look at either card, and I can’t swap it with my own card or another Werewolf’s card.
Any role that has the ability to view or move a center card can also view or move the Center Werewolf card.
Just like the other Werewolves, I am on the werewolf team.
“Alpha Wolf, it’s time to wake up and exchange the Center Werewolf card for any other player’s card,” the narrator says.
I open my eyes and secretly switch the Center Werewolf card with another player’s card.
“Alpha Wolf, you can go back to sleep now,” the narrator announces.
The Enigmatic Wolf
Just like the other Werewolves, I, the enigmatic wolf, awaken when the night falls.
But there’s a twist for me – I get to wake up alone, in solitude. It’s my moment to shine.
During this precious time, I can discreetly sneak a peek at the card of any other player.
Remember, I’m an essential part of the werewolf team.
“Enigmatic Wolf, rise. Cast your gaze upon another player’s card,” they beckon.
I slowly open my eyes, silently taking in the information revealed by the card I’ve chosen.
“Enigmatic Wolf, now close your eyes,” they command, and I comply.
The Beginner Seer Experience
When I wake up as the Beginner Seer, I have the opportunity to check out one of the mysterious center cards.
Being a part of the village team, I feel like it’s my duty to gather as much information as possible.
“Hey, Beginner Seer! It’s time to wake up. Take a peek at one of the center cards,” they say.
I, as the Beginner Seer, slowly open my eyes and take a quiet glimpse at the secretive center cards.
“Okay, Beginner Seer. You can close your eyes now,” they announce.
The Curious Investigator
When I wake up as the Paranormal Investigator, I can take a peek at the cards of up to two other players, one at a time. If I happen to see a Werewolf or a Tanner, I can’t look at any more cards, and I become one of them, depending on what I saw.
Now, here’s an interesting twist. If I spot the Doppelganger who saw a Werewolf, I keep on looking. I don’t know what the Doppelganger saw, and I don’t turn into whatever they saw, even if it’s a Werewolf or a Tanner.
Typically, the Paranormal Investigator is on the village team. But there’s a catch: if I happen to find a Werewolf, I join the werewolf team. And if I find a Tanner, I become a Tanner. The only way I win as a Tanner is if I die.
“Hey there, Paranormal Investigator! Time to wake up. You can check out up to two cards of other players. If you see a Werewolf or the Tanner, you gotta stop and become one of them!”
When I have the P.l. card, I get to open my eyes and take a peek at up to two other players’ cards. I have to be really quiet though, because I don’t want anyone to know what I saw. If I see a Werewolf or the Tanner, that’s it for me – I become a Werewolf or the Tanner myself.
Hey there, Paranormal Investigator. It’s your turn to close your eyes now.
Witch
When I wake up as the Witch, I get to take a peek at one of the center cards. It’s like getting a little sneak peek into what’s going on.
If I choose to look at a center card, I can switch it with someone else’s card. It can be anyone’s card, even my own! But I have to be careful not to peek at the card I’m switching.
Normally, I’m part of the village team. That means I’m on the good side. But if I decide to switch my own card with a card from a different team, well, that changes everything. Suddenly, I’m playing for the other side.
“Hey Witch! It’s your turn to wake up. Take a look at one of the center cards. If you want, you can switch it with someone else’s card.”
As the player with the Witch card, I open my eyes and quietly sneak a peek at one of the cards in the center. If I want to, I can swap it with someone else’s card.
“Alright Witch, you can close your eyes now.”
The Fool of the Town
When I, the Fool of the Town, wake up, I have the power to shuffle all players’ cards one place to the left or to the right, except for my own card, the center cards, and any cards with a shield token on them.
As the Fool, I am a member of the village team and my goal is to promote chaos and confusion among the villagers.
“Hey there, Fool of the Town! Rise and shine. You have the chance to shake things up by moving everyone’s card, except for yours, the center cards, and any cards with a shield token on them, to the left or the right.”
With mischievous joy, I open my eyes and quietly rearrange everyone’s card, leaving mine, the center cards, and any shielded cards untouched. Left or right, the choice is mine.
“Fool of the Town, time to go back to sleep.”
Meet the Revealer
Hey there! I’m the Revealer, and I have a knack for uncovering secrets. So, here’s what I do:
When I wake up during the game, I can choose any player and reveal their card by flipping it face up. It’s like shining a spotlight on their true identity!
If the card I reveal belongs to a Werewolf or a Tanner, I have to flip it over again, hiding the truth. But if I reveal a Doppelganger or a P.l. card, I leave it face-up for everyone to see!
Now, here’s the catch—I can only flip one card face up, even if I find a sneaky Werewolf or a cunning Tanner.
Oh, by the way, I’m on the village team. I’m here to help you find the truth and root out the deceivers!
“Hey, Revealer! Rise and shine! You have the power to flip over any other player’s card. If it’s a Werewolf or the Tanner, flip it back face down.”
The player holding the Revealer card wakes up, quietly selects a player, and flips their card so it faces up. If it’s a Werewolf or the Tanner, they have to flip it again, hiding the secret.
“Alright, Revealer, it’s time to tuck yourself in and go back to sleep.”
Curator
When I wake up as the Curator, I have the power to add a mysterious Artifact token to any player’s card, including my own. I don’t get to look at the token before placing it down.
However, I can’t place an Artifact token on a card that already has a shield token on it. Those cards are off-limits to me.
It’s worth noting that I am on the village team. I’m here to help, not cause chaos!
“Curator, it’s time to wake up. You can choose an Artifact token and secretly add it to a player’s card of your choice.”
As the Curator, I open my eyes and carefully select one of the face-down Artifact tokens. I place it on any player’s card, trying to make a strategic move.
“Curator, now close your eyes and go back to sleep.”
No-wake Roles
Bodyguard
When we all vote, the person that the Bodyguard chooses cannot be eliminated. It’s like having a personal bodyguard, but for the game! If that person received the highest number of votes, the player with the next highest number of votes (at least two) gets eliminated instead. This game mode is recommended for five or more players, so you can have a big group of friends joining in on the fun.
The Bodyguard adds a thrilling twist to the game. After the votes are cast, all players need to turn over their cards to check if the Bodyguard is pointing at the player with the most votes. It’s a moment of suspense and excitement, not knowing who will be protected!
The Bodyguard is a valuable asset to the village team. They are there to ensure fairness and protect a player from getting eliminated. It’s an important role that can make a big impact on the game’s outcome, so choose wisely!
Dream Wolf
The Dream Wolf has a different routine from the other Werewolves. When the Werewolves are called, he stands out by sticking his thumb up. This lets the other Werewolves know who he is.
During the Minion’s night phase, the Dream Wolf also sticks out his thumb when playing. The Dream Wolf is part of the werewolf team.
If you’re playing with the Dream Wolf, the announcer should wake the Werewolves up in a unique way. They say, “Werewolves, except for the Dream Wolf, wake up and look for other Werewolves. Dream Wolf, stick out your thumb.”
Everyone else (except the Dream Wolf) opens their eyes and looks for other awake players. The Dream Wolf sticks out her thumb so the Werewolves can identify who he is.
Then, the announcer says, “Dream Wolf, put your thumb away. Werewolves, close your eyes.”
Artifacts
Hey there! Let me tell you about some cool Artifact tokens that the Curator can put on any player’s card. These tokens have a special power when the night phase ends – if you’re unlucky enough to have one on your card, you gotta take a sneaky peek at it!
Now, here’s the tricky part – you can’t let anyone else see your Artifact token. Nope! It’s your little secret. But, you can say whatever you want about it. You can tell the truth, you can fib, or you can make up some wild story. The choice is yours!
Here’s the thing, though – these Artifact tokens totally override the card they’re on. Yup! So, if you have an Artifact that changes your role, it takes away any special powers you had before. Let’s say you were the mighty Bodyguard, but you end up with the Brand of the Villager – well, tough luck! You’re no longer the Bodyguard, and the person you used to protect won’t get any help from you. You’re just another regular Villager now.
When you receive a token that changes your role, it also removes the special abilities of the Hunter and the winning condition of the Tanner, if you had either of those cards.
If you receive a token that matches your card, like getting a Claw of the Werewolf token on top of your Werewolf card, it doesn’t have any effect. However, you can never be certain if your card was changed, but if it was, the token’s effect takes precedence.
During the game setup, all the Artifact tokens should be placed face down and shuffled. The stack of face-down Artifact tokens should be put near the center cards so the Curator can easily access them.
You can choose to include only some of the Artifacts instead of all of them, depending on your personal preference.
Here is a list of the Artifacts:
The Claw of the Werewolf is a powerful, versatile weapon that is highly sought after by adventurers. Its unique design and enchantments make it a formidable weapon in battle. When equipped, the claws grant increased strength and agility, allowing the user to deliver powerful blows and maneuver swiftly. The Werewolf’s Claw is also known for its ability to regenerate the user’s health over time, making it a valuable asset that can turn the tide of a difficult battle.
One of the key features of the Claw of the Werewolf is its versatility. It can be used by any class or profession, making it a desirable weapon for adventurers of all types. Whether you are a fierce warrior, a nimble rogue, or a powerful mage, the Claw of the Werewolf can enhance your combat abilities and give you an edge in any encounter.
Additionally, the Claw of the Werewolf is a weapon that can be upgraded and customized to suit your individual playstyle. You can enchant the claws with various magical properties, such as increased damage, critical strike chance, or added elemental effects. This allows you to tailor the weapon to your specific needs and preferences, ensuring that it complements your unique fighting style.
Furthermore, the Claw of the Werewolf is a symbol of prestige and power. Owning such a weapon demonstrates your skill and prowess in battle. It is a coveted item that many aspire to possess, and its rarity only adds to its allure. When wielding the Claw of the Werewolf, you become a force to be reckoned with, instilling fear in your enemies and earning the respect of your allies.
In conclusion, the Claw of the Werewolf is an exceptional weapon that combines power, versatility, and prestige. Whether you are a seasoned warrior or a novice adventurer, wielding this weapon will undoubtedly elevate your combat abilities. So, if you’re looking for a weapon that stands out from the rest, the Claw of the Werewolf is your best choice. Embrace the power of the beast and unleash your inner werewolf.
Hey there! Guess what? You’re a werewolf now. How cool is that? You’ve transformed into a mythical creature known for its strength and cunning.
But let’s not forget your roots. You were once a humble villager, living a peaceful life in a small town. Now, as a werewolf, you carry the brand of the villager with you. It’s a reminder of where you came from and the values you hold dear.
Being a werewolf comes with its own set of challenges. On one hand, you have incredible power and abilities. You can run faster than the wind and have senses as sharp as a hawk. It’s like having superpowers!
But along with these powers, there is also a burden. The moon holds sway over you, and when it’s full, your true nature takes hold. This can be both exhilarating and terrifying. You must learn to control your instincts and find balance between the human and wolf within you.
As a werewolf, you are part of a pack. You have a strong sense of loyalty and protectiveness towards your fellow pack members. Together, you roam the night, hunting and surviving as a family.
But don’t worry, it’s not all doom and gloom. Being a werewolf also has its perks. You have a heightened sense of connection to nature and the world around you. The forest becomes your playground, and the night sky is your canvas.
So embrace your inner werewolf, my friend. Let the howl of the wolf guide you on your journey. And remember, no matter how fierce and powerful you become, you will always carry the brand of the villager. Stay true to your roots, and may the moonlight illuminate your path.
Hey there! Congratulations on becoming a Villager in the game. As a Villager, you don’t have any special abilities, but you play a crucial role in the story.
Something Special: The Tanner’s Cudgel
Congratulations, I see you’ve become a Tanner. But here’s the twist – the only way for you to win is by dying. That’s right, your victory depends on your demise. If you manage to meet your unfortunate end, the team of werewolves will be defeated. And if, by some strange turn of events, you and a werewolf both meet your demise, a rare occurrence that it is, both you and the village team will emerge as winners. So, embrace your fate as the Tanner and may the cards fall in your favor.
Now, let’s talk about the Void of Nothingness. It’s a place shrouded in mystery and darkness. A void that holds no substance, no form, and no light. It’s a place where all things cease to exist, where the world as we know it fades away. This void is a dangerous terrain to navigate, a double-edged sword that can either consume or regenerate in response to whatever dares to venture into its depths.
As a Tanner, you may find solace within this void, as a stealthy escape or a cunning hiding place. It can grant you the advantage you seek, but be cautious – it can also betray you and reveal your presence to those who would seek to harm you. So, be wise and tread carefully as you navigate the Void of Nothingness.
Remember, your success depends on your demise, but that doesn’t mean you should take unnecessary risks. Plan your moves, strategize, and outsmart your opponents. Use the Void of Nothingness to your advantage, but don’t let it consume you. With these factors in mind, you’ll have the chance to emerge victorious as the Tanner.
So, embrace your role, embrace the challenge, and may the void favor your journey. Good luck!
This thing here doesn’t do anything.
The Silent Mask:
Imagine this: you’re in a situation where you can’t speak. You have to find another way to communicate, perhaps through hand gestures or using sign language. It may feel strange and unfamiliar, but it can also be an interesting challenge.
A Feeling of Embarrassment:
Two Different Perspectives
Hey there! So, even if you and your friends are pretty used to playing with the original roles in One Night Ultimate Werewolf, I have a suggestion for you before you add the Doppelganger to the mix.
The Doppelganger has some special tricks up her sleeve, depending on what she sees (keep an eye out for roles marked with a *). Here’s what she can do:
Sentinel (*): As soon as the game begins, the Doppelganger-Sentinel can protect another player by placing a shield token on their card. Just not her own card, of course!
Alpha Wolf (*): The Doppelganger-Alpha Wolf has a neat ability. She can swap the center werewolf card with any player’s card (except hers or the Alpha Wolf’s). She doesn’t get to peek at either card, though. When the other werewolves wake up, the Doppelganger-Alpha Wolf wakes up with them. But remember, she doesn’t wake up when the Alpha Wolf is called.
Mystic Wolf: Hey there! I’m the doppelganger-mystic wolf. I have a pretty cool power – I can look at any player’s card right away. When the werewolves are called, I wake up with them. But, I don’t wake up when the mystic wolf is called.
Apprentice Seer: Hi! I’m the Doppelganger-Apprentice Seer. I have a neat ability too – I get to check out one of the center cards right away. But hey, here’s the catch – I don’t wake up when the Apprentice Seer is called.
Paranormal Investigator: Howdy! I’m the Doppelganger-P.l., also known as the Paranormal Investigator. I can take a sneaky peek at other players’ cards, one by one. I can check out up to two of them. But wait, there’s more! If I happen to see a werewolf, I have to stop looking, and then I become a werewolf myself. I don’t wake up when the P.l. is called.
Witch (*): Hey there, I’m the Doppelganger-Witch. I have a cool ability – I can take a peek at one of the center cards right away. But here’s the catch: if I do that, I must exchange it for any player’s card without looking at their card. Oh, and I don’t wake up when the witch is called.
Village Idiot (*): Howdy! I’m the Doppelganger-Village Idiot. I’ve got a tricky move – I can immediately shift all the player cards to the left or the right. Pretty neat, right? The best part is that I don’t wake up when the Village Idiot is called.
Revealer: Hi there, it’s me, the Doppelganger-Revealer. I join the fun towards the end of the night, right after the original Revealer goes to sleep. Guess what I can do? I can flip over any face-down player’s card. But here’s the thing – if it turns out to be a Werewolf or a Tanner, I have to flip it back face down. Oh, and just like the original Revealer, I don’t wake up when they’re called.
Hey there, it’s me, the Doppelganger-Curator: I wake up just as the night comes to a close, right after the Curator falls asleep. I have a special ability – I can secretly place an Artifact token face down on any player’s card (except those that already have a shield or another token). Pretty sneaky, huh? Oh, and by the way, I don’t wake up when the original Curator is called. It’s like having a secret power!
So, here’s the deal with the Doppelganger-Bodyguard: During the night, I take on the role of a Bodyguard. It’s my only job, really. When it’s time to vote, I have a little trick up my sleeve. My “vote” actually protects the player that I’m pointing at. It’s like having a personal guardian angel!
Now, let’s talk about the Doppelganger-Dream Wolf: I’m part of the werewolf team, but I don’t wake up with the rest of the Werewolves. Instead, I wait until they’re called, and then I put my thumb out, like a sign. It’s kind of like a secret code. You never know what tricks I have up my sleeve!
The script for the Doppelganger can get a little more complicated depending on which Daybreak roles are in play. It’s like putting together a puzzle – each role adds a new layer of mystery and excitement. Trust me, it’s a wild ride!
Hey there! If I spot a no-wake role like the Bodyguard or the Dream Wolf, or a regular night action role like the Sentinel, Alpha Wolf, Mystic Wolf, Apprentice Seer, P.I., Witch, or Village Idiot, you can follow the standard script from the original One Night Ultimate Werewolf game. Easy peasy!
But, if I come across the Revealer or the Curator, I’ll need to wake up again after those roles do their thing.
Now, if both the Revealer and the Doppelganger are playing, things get a little more interesting. After the Revealer, here’s what we do:
“Hey, Doppelganger! If you saw the Revealer card, open your eyes and flip any card face up. If it happens to be a Werewolf or a Tanner, you gotta flip it back face down.”
The Doppelganger opens her eyes and turns over any player’s card. If it’s a Werewolf or a Tanner, she quickly puts it back face down.
“Alright, Doppelganger. You can close your eyes now.”
If you have both the Curator and Doppelganger cards in the game, you can use the following script after the Curator:
“Doppelganger, if you saw the Curator card, wake up and place an Artifact token on any card.”
The Doppelganger will then open her eyes and put a face-down Artifact token on a player’s card that doesn’t already have one.
“Doppelganger, close your eyes.”
Fun Scenarios
While you can mix and match any roles to have a good time, here are a few sets that we’ve found particularly enjoyable in our countless playtest sessions:
The minimum player counts are listed, but you can add other roles to these sets to accommodate more players (just remember that you need 3 more cards than the number of players).
At least 3 players
At least 4 players
At least 5 players
Playing with more than 10 Players
If you have a big group of more than 10 players who want to play One Night Ultimate Werewolf and Daybreak, you can split into two groups and have two separate games.
If you prefer to have a massive game where more than 10 people play together, you’ll need one person who isn’t playing to help with the cards. They can stand or sit near the cards and show or move the cards as each player wakes up.
When it’s someone’s turn to wake up, they just need to point to the card or cards that need to be shown or moved, and the non-player will do it for them. Trying to squeeze more than 10 people around a table can be a bit tricky, especially when everyone wants to reach the center.