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the amulet oF proteCtion
e Amulet of Protection protects one of the
players when they are targeted to die
by lyn ching, to be eaten by
Werewolves or some other
method of dying.
settinG up With the
amulet
In games where the Amu-
let is being used, add it to
the deck as an extra card, so
the total of cards is one more
than the number of players.
e card not dealt to the players
initially will be the role given to the
Amulet holder.
If the Werewolves have the Amulet, this can be a
signicant advantage for them, so at your dis-
cretion you might want to mix all the non-
Werewolf cards with the Amulet and pull one of
those cards out; that guarantees that the first
Amulet holder will not be a Werewolf. However,
if you choose to do this, do not inform the
players, or theyll know that the first Amulet
holder is de nitely not a Were wolf.
GivinG the amulet to a player
e first night, the Amulet holder is called rst,
and the Moderator either gives them their
actual role card or shows them that role card
(depending on the physical positions of the
players).
On nights following the first night, let players
know that if they feel a tap on the shoulder aer
the Amulet holder is called, that they are the new
possessor of the Amulet.
passinG the amulet
e last player to be called each night is the
Amulet holder.ey are given the oppor tunity
to pass the Amu let to another player by poin-
ting at that player.
If the current Amulet holder indicates a player
who already had the Amulet, or declines to pass
it aer theyve been targeted, the Amulet is
destroyed and wont be used again that game.
Anyone may claim to have the Amulet and any
role may actually possess the Amulet.
KillinG the amulet holDer
If the player with the Amulet is lynched or
otherwise targeted for death during the day, the
player is told that they have the Amulet, and are
safe (if the player was lynched, this counts as a
successful lynch, and the players still go to
sleep). At night, the amulet owner must indicate
the player who is to be the new owner of the
amulet, or the Amulet is destroyed.
If the player with the Amulet is targeted to be
killed at night, they survive.
multiple Games
When playing multiple simultaneous games,
there are opportunities that add interesting
options to the games, most of them involving
players moving from one game to another.
is can result in Werewolves changing villages,
having two Seers in one village (they get the
same single vision each night), and all sorts of
other interesting predicaments. As the Mode-
rator, youll need to check the card of the player
who is entering your game so that youre aware
of these situations.
BanninG players
Each village votes on a player to ban each day
prior to lynching one player.e banned player
goes to another village im mediately (or the next
day if it is night time). Any role may move from
one village to another, and that role should not
be revealed to the players.
alternatinG votes/niGhts
A single Moderator can moderate multiple games at
one time, provided that the nights dont take place at
the same time.e best way to do this is to tell the
village that they cant vote until youre back to their
village. Aer each unsuc cess ful vote, go to the next
village, which may then vote. If they arent ready to
vote, go to the next one, etc. If they vote to lynch,
walk them through that night, and then move to the
6
Peg_WERWOLF_2015_Regel_US_RZ.indd 6 08.04.15 13:25
6


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