Lycantyr Play

How a game plays out

Eight nights, seven days at most. In between, everything hinges on what people agree to say.

Speech comes first

Nothing has to be hidden. Your role, what you did or saw last night, the information you received, your suspicions: you reveal what you want, when you want.

Side conversations, away from the shared rooms, are allowed.

The one strictly forbidden thing: showing your screen to another player.

One day, one turn

  1. The night

    The Werewolves hunt together: they open the district view, pick a district, then mark a prey. The whole pack votes, and a counter shows how many wolves are aiming at each target. Meanwhile, the roles with powers act on their own.

  2. Daybreak

    The night's victim is announced to the village. The previous day's ballots are revealed automatically — nobody triggers it, it happens on its own.

  3. The mayor election

    Only during the very first day phase. Debate, then vote. A second round separates the finalists; if the tie holds, chance decides.

  4. The debate

    This is the heart of the day, and the mayor holds the helm: you go through them to take the floor.

  5. The village vote

    The village condemns a suspect to the stake. As with the election, a second round can break a tie.

  6. Dusk

    The day closes, the count is settled, and night falls on the village again.

Two rhythms, same rules

The roles, the factions and the flow are identical. Only the speed of time changes.

Automatic clock

Over a week

Each phase lasts 24 hours. A game spreads over a week. You open it whenever suits you: on waking to find out who vanished, at lunch to plead your case, in the evening to pick your target. Nobody waits for anybody.

Manual clock

In one evening

The Game Master triggers each phase, when the players are ready. They can force it through at any time: the game switches ten seconds after the click. The rhythm of a table with everyone sitting around it.

When you die

Dying does not silence you. You keep talking to the living and to the dead, until your faction and your role are revealed to the village.

But you never give them away yourself: you still play for your faction, and what you keep quiet counts as much as what you say.

You do, however, lose every power and your voice in the vote. Speech becomes your only lever.

How you win

The Village wins when every Werewolf is eliminated, or when their share has dropped far enough by the end.

The Werewolves win when there is no prey left, or when their number matches the village's by the end.

The Occult Cult has its own conditions: each faction spells them out on its own page.

See also