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Ultimate Werewolf Daybreak: How do you Play Werewolf Daybreak?

Ultimate Werewolf Daybreak Rules: How do you Play Werewolf Daybreak?

Overview

This is an expansion to “One Night Ultimate Werewolf” that adds new characters and abilities to the base game.

Game type: Cooperative, Verbal, Party

Number of players: 3-10

Suggested age: 10+

Game Pieces

Characters/cards: alpha wolf, mystic wolf, dream wolf, sentinel, apprentice seer, paranormal investigator, witch, village idiot, revealer, curator, bodyguard.

Tokens: alpha wolf, mystic wolf, dream wolf, apprentice seer, p.i., witch, curator, revealer, village idiot, bodyguard, 2 shield, claw of the werewolf, brand of the villager, cudgel of the tanner, void of nothingness, mask of muting, shroud of shame.

Pregame Setup

Follow the normal startup procedure from the base game: 3 more role cards than there are players, every role card that is used must also have a face-up token representing it in the middle.

Playing the Game

As with the normal game, each player is asked to blind themselves as different roles are called to perform their abilities. In this expansion, the new roles/characters interact with the old roles, but each new character has its own new ability:

Alpha Wolf: Wakes up with the other werewolves, is on the werewolf team. If this character is in play, then the remaining werewolf characters must be placed face down and perpendicular to the remaining 3 character cards in the middle. After the other werewolves are asleep the Alpha wakes up again and switches one werewolf card from the middle to any other player that isn’t a werewolf already.

Mystic Wolf: Wakes up with other werewolves, on werewolf team. Mystic wolf also wakes up separately and may view one other player’s card.

Dream Wolf: Does not wake up with other werewolves, but instead sticks thumb out when werewolves are called. Dream wolf is on the werewolf team.

Example using all: Werewolves, except for dream wolf, wake up and look for other werewolves. Dream wolf, put your thumb up.

Werewolves Close your eyes. Dream wolf thumbs down.

Alpha werewolf wake up and swap the middle card with any other card that isn’t already a werewolf.

Alpha werewolf close your eyes.

Mystic Wolf wake up and view one other player’s card.

Mystic wolf close your eyes.

Sentinel: Wakes up first, is on villager team. When the sentinel is called he places a shield token on one other player (that isn’t himself). That player’s card cannot be moved or viewed or have any artifacts placed on it.

Apprentice Seer: Wakes up and may look at one of the center cards. She is on the villager team.

Paranormal Investigator: Wakes up and may view up to two other players cards, one at a time. If he views a werewolf or tanner then he stops viewing cards and becomes a werewolf or the tanner. P.I. is on the villager team, unless his faction changes.

Witch: the witch wakes up and may look at one of the center cards. If she does then she must exchange that card with any other players card, including her own. She is on the villager team unless her faction changes.

Village Idiot: May wake up and move every player’s card, except his own, one spot to the left or one spot to the right.

Revealer: Is on the villager’s team and may wake up and flip one other player’s card over. If that card is a werewolf or tanner, then he must turn it back over so that it is face down. Any other card, including doppelganger or PI will remain face up.

Curator: Is on the villager team and may wake up and place one artifact face down without looking at any players card, including their own.


Artifacts are viewed by the player that they are placed upon and only that player. Any effect the artifact provides will override any effect a card provided. A bodyguard is no longer a bodyguard if it becomes a villager (for example). Players cannot show any other player what the artifact is, but they can say anything they want to about it. The following effects are on artifacts: Claw of the werewolf (you become a werewolf), Brand of the villager (you become a villager with no abilities), cudgel of tanner (you are now a tanner), void of nothingness (does nothing), mask of muting (no speaking), shroud of shame (you must turn away from other players, no viewing but can still speak, must still vote with back turned and other players judge who you voted for)

The Doppelganger for Daybreak is a little complicated, but if she is included and she views:

Sentinel, action performed immediately, shield token on any card except her own.

Alpha Wolf, action performed immediately, wakes with werewolves but not with alpha.

Mystic Wolf, action performed immediately, wakes up with werewolves but not with mystic.

Apprentice Seer, paranormal investigator, witch, and village idiot all perform action immediately, but does not wake up when copied class is called.

Revealer, wakes up after the normal revealer sleeps and performs action.

Curator, wakes up after normal curator, performs action on any other player that does not already have a shield or artifact/token.

Bodyguard, does not wake up at night, her vote now protects whoever she points to.

Dream wolf, does not wake up at night but she does stick her thumb out when werewolves are called.

Extra Scenarios

Evil Transformation: needs at least 3 players and uses; Doppelganger, Alpha Wolf, Mystic Wolf, Minion, Robber, and Witch

Trust No One: needs at least 3 players and uses; Doppelganger, Alpha Wolf, Dream Wolf, Robber, Witch, Tanner.

Cautionary Tale: needs at least 4 players and uses; Werewolf, Mystic Wolf, Seer, Apprentice Seer, Revealer, Hunter, Bodyguard.

Information Society: needs at least 5 players and uses; Werewolf, Mystic Wolf, Seer, Apprentice Seer,

Paranormal Investigator, Witch, Insomniac, Revealer.

Total Chaos: needs at least 5 players and uses; Doppelganger, Alpha Wolf, Werewolf, Robber, Witch, Troublemaker, Village Idiot, and Curator.


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