Werewolf
The core role of the werewolf faction — attack at night and cut the village down. MAFIA's attack has one rule you won't find in most werewolf games: it must be unanimous.
At a Glance
| Item | Details |
|---|---|
| Faction | Werewolf |
| Win condition | Living werewolves equal or outnumber the village side (if a third faction — such as the Fox — is still alive, the win goes to them instead) |
| Night action | Choose one attack target (Night 2 onward) |
| First night | No attack by default — a private planning session for the wolves (the "first-night attack" room setting enables it) |
| Partners | Werewolves know each other, and share a wolves-only night chat |
| Divination result | 'Werewolf' |
The attack rule: unanimous or nothing
With two or more wolves at the table, the attack lands only when every voting wolf picks the same target. If even one wolf picks someone else, the attack fails and nobody dies that night. It is not a majority vote.
Two wolves — one picks seat 3, the other picks seat 5 — and no one dies. All the village ever sees is "nobody died last night".
Targets that survive the attack
Even a successful attack kills nobody when:
- the target was guarded by the Knight
- the target was the Fox — immune to the attack (it still dies to the vote and to divination)
- the Witch revived them (in decks with a Witch)
- the target was trapped by the Trapper — the target survives, and the attacking wolf dies
Strategy & Tips
Fake-claim patterns, choosing targets, and keeping the attack from fizzling are covered in the strategy column.