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Number of Players | 8-16 |
Playtime | 60 Min |
Suggested Ages | 13+ |
Designer(s) | Ted Alspach, Rob Daviau |
Publisher | Bezier Games |
Ultimate Werewolf is an interactive game of deduction for 2 teams: werewolves and villagers. The villagers don't know who the werewolves are, and the werewolves are attempting to remain undiscovered while they slowly eliminate the villagers one at a time. A moderator (who isn't on a team) controls the game. The game plays out over a series of days and nights. Each day, the players talk through who is a werewolf and votes out a player. Each night, the werewolves pick a player to eliminate, while the Seer discovers if one player is a werewolf or not. The game ends when either all the villagers or all the werewolves are eliminated.
Ultimate Werewolf Legacy has gameplay similar to Ultimate Werewolf, but you no longer have single standalone games as players and the village have attributes that are kept between games, with events that take place in the first games having effects that ripple through future games. Make a bad choice early on, and it can haunt the village for years to come! Players can earn titles, which helps them with special abilities in future games, regardless of their role. Players are each given a public family card as well as their secret role card, and they team up with the other members of their family to work together...unless one or more of their family members are secretly working against them.
As for the village, there are many paths that the game can take, and as a result the experience you have playing through the game will differ from others. This also lets players play through the campaign multiple times, with a different set of roles, rules, and environments each time.
At the center of Ultimate Werewolf Legacy is an oversized, 80+ page journal, that guides the game moderator through every session. The journal has been designed so that players with no previous Werewolf playing experience can both play and moderate. The journal is structured into five distinct chapters with three game sessions in each chapter, as well as an introductory preface game session. Players can jump in and out for individual sessions, but preferably they'll play all the sessions in a chapter. Chapters can be played in a single evening. At the end of the 16 game session campaign, the journal will be a record of exactly what happened in your village, and who was ultimately responsible for what it became.
Replay packs that contain a new journal and an additional set of family cards are sold separately, allowing players to play through the entire campaign again.
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