Column
- Beyond Beginner
For werewolf players who keep dying on day one — don't talk over the board, show your reasoning, use the whole turn, and skip the beginner claim.
- Creeper Strategy
The werewolf game's Creeper lives every role in reverse — death is the win. Why trolling can't win it, and drawing suspicion the craftsman's way.
- 7P Beginner Deck
A 7-player werewolf deck that works when everyone is new — Twins 2, Delegator, Knight, Seer, two Werewolves, and why there is no plain villager.
- 13P Classic Deck
MAFIA's biggest standard werewolf deck — 13 players, village 9 against a wolf faction of 4, where the debate itself is the protagonist.
- 7P Fox Deck
Add one Fox and the werewolf game turns three-way — the quickest standard deck to try it, the three laws of a Fox table, and a 9-player custom.
- 9P Hunter Deck
One Hunter, and neither the vote nor the bite comes free in this werewolf deck — the Medium's seat traded for a gun, and the wolves' nightly gamble.
- 9P Lovers Deck
Lovers ride on top of any werewolf deck — the standard 9-player room, layering the pair onto other decks, and the pairs that change the game.
- 10P Witch Deck
The standard werewolf deck where one move weighs most — 10 players around the Witch's one-shot revive and poison, and the Seer-Medium verification line.
- Delegator Strategy
The werewolf game's Delegator hands their vote away — whom to trust, whether to announce it, and stopping the vote from vanishing.
- Day-One Discussion
Day one of a werewolf game starts with almost nothing — who knows what, three things to say on your turn, the grey vote, and the once-a-day Interrupt.
- Fox Strategy
The Fox has two jobs in a werewolf game — don't get voted out, don't get divined. Surviving to the solo win, and how both sides fight back.
- History
Where the werewolf game came from — the 1980s Moscow classroom game "Mafia", the werewolf-themed retelling, its growth in Japan, and the voice chat era.
- Hunter Strategy
The werewolf game's Hunter picks the shot before dying — last words that aim the bullet, when holding fire is right, and deterrence while alive.
- Knight Strategy
The werewolf game's Knight guards the Seer first — but when matters as much as who. No consecutive guards, the skipped night, and unseen saves.
- Lovers Strategy
The werewolf game's Lovers win one way — both alive at the end. Hiding the pair, the cross-faction tightrope, and switching counts when one falls.
- Madman Strategy
The Madman's weapon is a body every werewolf-game check reads 'Not' — fake or hide, when to claim, and the losing lines to know in advance.
- Manners
Werewolf manners for beginners — where the game ends and harassment begins. Metagaming and rushed claims vs. abuse and rage-quitting, and how to report.
- Medium Strategy
The werewolf game's Medium starts with zero results — the day-one claim question, why a 'Not' isn't innocence, and judging the counterclaims.
- Necromancer Strategy
The werewolf game's channeling isn't a result — it's a conversation. Whom to call, questions that pull real information, and where to spend it.
- Princess Strategy
The werewolf game's Princess is village — and must never die. The claim that is deterrent and bite invitation at once, and staying off the vote path.
- Seer Strategy
The Seer holds the most information in a werewolf game — and draws the most fire. The first-night 'Not' is footing, not proof; how to win real.
- Thief Strategy
The werewolf game's Thief swaps roles once, on night one, resolved before all else — three ways to choose, and living the role you drew.
- Trapper Strategy
The werewolf game's Trapper doesn't guard — the trap sits where wolves will bite. A sprung trap is the village's best morning; don't team with the Knight.
- Twins Strategy
The werewolf game's Twins hold one certainty from night one — turning two views into reads, claiming around the chain death, not being read as Lovers.
- Villager Strategy
With no power at night, what does a werewolf villager fight with? Reading how conclusions get built on grey days, and closing perspectives.
- Werewolf Strategy
MAFIA's werewolf attack lands only on a unanimous choice — running the bite under that rule, the fake Seer claim, and buying trust by bussing.
- Witch Strategy
The werewolf game's Witch holds two single-use potions — never revive on a guess, the two moments poison is right, and the save misread to exploit.