Deep in the Black Forest, the sleepy village of Bergheim is under siege. Werewolves descend upon the townsfolk each night, and during the day a furious mob seeks to bring them to heel. Who will survive the slaughter?
Inspired by Andrew Plotkin's reinvention of Dimitry Davidoff's 1987 party game, Mafia, this deck of 50 cards offers a host of colorful characters illustrated in a European folk art style. Werewolf is a wickedly fun party game full of deception and secrets. And impromptu executions.
A narrator leads the game, and a group of at least 7 players are each given a secret identity in the form of a character card. The game alternates between night, when the Werewolves attack, and day, when the village mob forms and tries to discern who is friend or foe.
Don't be afraid to pull out all the stops! Light some candles, put on some creepy mood music (more info below), and really get into character. Have your narrator set the scene and describe each grizzly death. There's a reason this game is popular in theatre classes; the more theatrical, the better!
The deck is already fully illustrated, along with the card backs and matching rigid two-piece box. Each deck will include 50 Poker sized (2.48''x3.46'') character cards printed on 300gsm smooth card stock, as well as a small instruction booklet. The characters include 8 of each Werewolf (male and female), 9 of each Villager (male and female), as well as 2 of each of the following: Clairvoyant, Witch, Huntsman, Watchman, Little Girl, Tanner, Renegade, and Matchmaker.
Inspired by my childhood love of the Grimm brothers and other German fairytales, I set the deck in a fantastical 18th century Germany, and based the illustration style off of European folk art. Every aspect is lovingly crafted, because while I am first and foremost an illustrator, I also adore playing this game. My deck began as a gift for my boyfriend, but has grown into something a much bigger.
I've included some of my favourite character roles, including the Clairvoyant and the Witch. Both are on the side of the Village, but possess unique abilities that make play a little more interesting. For more advanced games, players can also add: the Huntsman, who takes someone down with him when he dies; the Watchman, who protects one person per night; the Renegade, who is secretly in league with the Werewolves; and the Tanner, whose sole mission is to get himself taken out of the game.
Finally, the deck also includes the Matchmaker, whose role is to secretly pair two lovers at the start of the game. This adds yet another layer of complexity to any game, because the lovers' goal is to be the last players standing—even if they are a Werewolf and a Villager.
The Little Girl is a fun card that introduces a small amount of sanctioned cheating. Her role is to help the village as usual during the day, but during the night she has the added ability to literally peak. Be careful, though, because if the Werewolves catch her, she's done for!
The Physician, like the Watchman, has the power to save other Villagers. But unlike the Watchman, the Physician uses medicine rather than the sword. Each night he can visit a Villager and give them a tonic. If they are attacked in the night by a Werewolf, they miraculously survive! The Physician cannot heal himself, but can visit any player for any number of consecutive nights.
The Bear Tamer is a fun, silly role with a very simple mechanic. He raised his bear from a young cub, and counts on the animal's good sense of smell to warn him of danger. On the first morning that the Village wakes, the narrator will growl if the Bear Tamer is seated next to a Werewolf.
The Gravedigger and the Baker are function as Villagers unless otherwise assigned roles. This gives experienced players the opportunity to add their own home-brewed mechanics to the roles.
The Village Drunk is a boisterous fellow who never seems to put down his stein. If you play this role, beware that it requires some level of theatrics! The Village Drunk can only communicate through gestures and drunken grunts. He is on the side of the Villagers, but isn't always the most helpful.
The Thief is a street urchin with quick fingers and a wry smile. If you have the Thief in play, add two random cards from the deck to the middle of your circle of players. On the first night before anyone else acts, the thief "steals" one of the two cards. They choose their new role from these two cards, lending an extra level of uncertainty to who is who. You may choose to make it mandatory for the Thief to take the Werewolf card if that is one of the two cards they choose from.
Below I'll be sharing the custom characters created for the Clairvoyant reward tier backers. These are roles illustrated to the backer's specifications, with mechanics that we work out together. They'll also be included in every deck!
As a singer/songwriter, I couldn't resist the urge to write some music to complement this deck. Some of my favourite games of Werewolf have been ones where we put on some music in the background and got a little spooky. It also does wonders covering up any noises that might give people away during the night phases.
The music I'm including with all reward tiers will consist of the main theme, which can be heard in the video above, as well as some longer more ambient pieces. Think windy fields, distant church bells, spectral German folk songs, and piano.
Further more, I am including two narrator tracks to make play a little smoother for beginners. This can also be handy for seasoned groups, because it means that nobody has to take on the narrator role if you're short on players.
The first track will be for a basic game, which includes Villagers, Werewolves, a Clairvoyant, and a Witch. The second track will include all characters. While I would love to provide tracks for every combination of characters, that could take an immense amount of time. (I may add this as a stretch goal)
In the interest of keeping things simple (for you and for me), there are 4 different ways to support this project. All prices are in Canadian dollars ($1CA = $0.80US). Shipping is separate, and fulfilment is being handled by the manufacturers, as this was the best way to keep things organized and most affordable.
Risks and challenges
I am a published author/illustrator with a popular Tarot Deck under my belt (The Ostara Tarot), and a fair amount of experience with printing and crowd funding. I've learned from my mistakes and don't care to repeat them! That being said, this is my first solo Kickstarter, and I expect there to be a big learning curve.
The good news is that the deck is done, which only leaves more room for stretch goals and extra goodies. I have painstakingly created every aspect of the deck, and ordered different generations of prototypes. I am making plans to have distribution handled by the printer to streamline shipping and make it more affordable for everybody.
Overall I feel that I'm in a good position to be launching this deck, and will make every effort to be transparent and prompt moving forward.Learn about accountability on Kickstarter
- (30 days)