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Wolvesville All Roles ~repack~ Official

This guide provides a complete, up-to-date breakdown of in Wolvesville, categorized by faction: Villagers (Blue), Werewolves (Red), Solo (Grey/Neutral), and Special event roles. Part 1: The Villager Faction (The Blue Team) The Villager faction wins by eliminating all Werewolves and any Solo killers who threaten the village. They have the majority at the start but lack night-killing power (except for specific roles). Common Villagers (Basic) | Role | Description | |------|-------------| | Villager | No ability. Your only weapon is logic, deduction, and voting during the day. | | Mason | Knows the identity of other Masons at the start. No other power. Trust anchor. | | Cultist Hunter | Learns if a player is a Cultist at night. Useless unless the Cult faction is in play. | Protective Roles | Role | Description | |------|-------------| | Tough Guy | Protects one player each night. If the protected player is attacked, you die instead of them. Cannot self-protect. | | Guardian Wolf | Betrayer role. Appears as a Villager but belongs to the Werewolves. Protects a player at night. Scares advanced players. | | Flower Child | Picks a player each night. If that player dies, you get their role and ability the following night. High skill ceiling. | Investigative Roles | Role | Description | |------|-------------| | Seer | The classic info role. Picks a player each night and learns their exact role (not just faction). | | Aura Seer | Learns a player's "aura": Good (Villager), Evil (Werewolf/Solo), or Unknown (Certain special roles). | | Detective | Chooses two players; learns if they are on the same team or different teams. Powerful but ambiguous. | | Sheriff | Learns if a player is a Werewolf or not. Simple but effective. | | Librarian | Learns the category of a player's role (e.g., "Investigative" or "Killer"). | | Priest | Targets a dead body; learns if a Solo Killer killed them. Useful for finding the Serial Killer. | | Marksman | Picks a player. If that player is a Werewolf, they die. If not, you die the next night. High risk/reward. | | Red Lady | Visits a player. If they attack you that night, they die instead. Anti-wolf assassin. | | Ghost Lady | Can die only by lynching. If killed at night, you kill one random attacker. Excellent bait. | Disruptive / Utility Roles | Role | Description | |------|-------------| | Jailer | Jails a player for the night—they cannot act, and are protected from attacks. You can talk privately with them. | | Knight | Protects a player. If that player is attacked, you counterattack and kill the attacker. One-time use. | | Beast Hunter | Hunts a player. If they are a Werewolf, they are trapped and cannot act. | | Avenger | When lynched, you kill the player who voted last for you. Great revenge tool. | | Bell Ringer | Once per game, you can extend the voting phase by 30 seconds. | | Peasant | No ability, but you appear as Unknown to the Aura Seer. Useful for confusion. | | Mayor | Your vote counts as two. You are revealed as Mayor when using the ability. High-impact. | Advanced / Special Villagers | Role | Description | |------|-------------| | Veteran | Can go on "alert" twice per game. Anyone visiting you at night dies. | | Wolf Shaman | Betrayer role. Appears as Villager. Can silence a player's chat for one day. | | Forger | Once per game, can change the role of a dead player shown in the graveyard. | | Illusionist | Tricks investigative roles into seeing false information (target appears as Villager to Seer, etc.). | Part 2: The Werewolf Faction (The Red Team) Werewolves win when they equal or outnumber the Villagers and eliminate all Solo threats. They act together at night but can have unique individual powers. Core Werewolves | Role | Description | |------|-------------| | Werewolf | Basic wolf. Joins the night kill vote. No special ability. | | Alpha Werewolf | Leader. When lynched, the player who voted first for you dies as revenge. | | Junior Werewolf | If the Alpha dies, you become the new Alpha. Otherwise, a basic wolf. | | Wolf Seer | Once per night, can check a player's role. Invaluable for wolf info. | | Nightmare Werewolf | Can "fear" a player, preventing them from acting that night. | | Shadow Werewolf | Invisible to the Seer (returns as Villager to Seer checks). | | Wolf Pacifist | Can protect a player from being lynched the next day. Vote reset. | | Wolf Shaman | (Also listed under Villager betrayer) - silences a player. | | Wolf Mystic | Learns the category of a player's role (e.g., Protective ). | | Wolf Trickster | Once per game, can swap two players' roles secretly. Chaos incarnate. | | Wolf Summoner | Can summon a dead wolf back as a basic Werewolf for one night. | | Wolf Avatar | Possesses a player's body after death. That player becomes a wolf. | | Guardian Wolf | (Listed earlier) - protects a player, appearing as Villager. | Rarer / Event Werewolves | Role | Description | |------|-------------| | Wolf Eater | Eats a dead body; immune to lynching the next day. | | White Werewolf | Kills one player each night, but also kills a random wolf every 2 nights. Reckless. | | Wolf Collaborator | Knows all wolves but appears as Villager to Seer. Can talk to wolves at night. | Part 3: Solo Roles (Grey / Neutral / Killers) Solo roles have unique win conditions. They do not win with Villagers or Werewolves unless stated. This is the most diverse and unpredictable faction. Killing Solos | Role | Win Condition | Ability | |------|---------------|---------| | Serial Killer | Be the last player alive (or last + one other). | Kills one player each night. Immune to night attacks. | | Arsonist | Be the last player alive. | Douses players with oil. On night 2+, ignites and kills all doused. | | Cannibal | Be the last player alive. | Eats a dead body each night to gain temporary invincibility or extra kills. | | Corruptor | Be the last player alive. | Corrupts a player; if they are protected, the protector dies instead. | | Sect Leader | Convert all living players to your sect. | Recruits one player per night. Recruits lose their old role. | | Illusionist (Solo var.) | Survive to the end with wolves or village dead. | Confuses info roles and can swap targets. | Defensive / Evasion Solos | Role | Description | |------|-------------| | Fool | Wins if lynched. If lynched, you kill one random voter. Appears evil to Aura Seer. | | Survivor | Wins if alive at game end (with any team). Has 2 bulletproof vests. | | Lone Wolf | Wins if all other wolves die and you survive. Cannot act at night but appears as Villager. | | Fugitive | Must flee the village at night three times without being jailed or attacked. Hard win. | Chaos / Hybrid Solos | Role | Description | |------|-------------| | Hater | Wins if the two players you marked at start die. Can kill one of them at night. | | Avenger (Solo var.) | Kills the last voter who lynched you. | | Doppelgänger | Copies the role of the first player who dies. Then wins with that faction. | Part 4: The Cult Faction (Special) The Cult is a rare, event-based faction. They recruit players at night. The Cult Leader wins when the Cult outnumbers non-Cult players.

Wolvesville is a fast-paced, 16-player online adaptation of the classic party game Werewolf (or Mafia ). Unlike the tabletop version, Wolvesville is packed with unique roles, special abilities, and faction-specific win conditions. With over 30 distinct roles (and multiple variants), mastering the game requires knowing exactly what each character can—and cannot—do. wolvesville all roles

Always read the room. In Wolvesville, the best ability isn’t a power—it’s knowing when to speak, when to lie, and when to stay silent. Last updated: 2025. Role availability depends on game mode (Quick Play, Sandbox, or Event). Always check the room settings before the game begins. This guide provides a complete, up-to-date breakdown of