A sealed board game called "Werewords" by Ted Alspach and published by Bezier Games sits on a white background. The cover illustration features a cartoon-style drawing of a man flanked by a wolf-like creature on his left and a woman with blue hair on his right. The box includes a note about a bonus of "Mini Werewolf Roles."
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Werewords (2017)

Werewords

“Werewolf” is a social deduction game that originated as “Mafia” in 1986, created by Dimitry Davidoff, a Russian psychology student. The game models a conflict between two groups: an informed minority (the mafiosi or the werewolves) and an uninformed majority (the villagers). The game has since evolved and inspired various versions, such as “Ultimate Werewolf” by Ted Alspach, published by Bézier Games in 2008.

Why is Werewords Popular?

“Werewolf” is popular due to its combination of deception, manipulation, and role-playing elements, which make it engaging and entertaining for players. The game has spread across the world and has been played at various tech events, conferences, and gatherings. Its popularity can also be attributed to its adaptability and the ability to accommodate large numbers of players.

Game Components of Werewords

  • Secret word cards**
  • Yes, No, and Maybe tokens**
  • Role cards (Villagers, Werewolves, Seer)**
  • Companion smartphone app for word selection**
  • Timer**

    How To Setup Werewords

    To set up Werewords, the Mayor selects a secret word from the available choices while the other players’ eyes are closed. The Seer then opens their eyes to see the chosen word, followed by the Werewolf. The roles are randomly assigned, and the game begins with the players asking “yes” or “no” questions to the Mayor to guess the word within a 4-minute time limit.

    Gameplay Mechanics and Game Objective

  • Guessing the Secret Word: Players ask “yes” or “no” questions to the Mayor to figure out the secret word before time runs out.
  • Hidden Roles: One player is a Werewolf who knows the word and tries to mislead the others, while another player is the Seer who knows the word but must provide subtle hints.
  • Time Pressure: The game is timed, adding an element of urgency.
  • Social Deduction: If the word is not guessed in time, players must identify the Werewolf to win.
  • Multiple Win Conditions: Win by guessing the word or by identifying the Werewolf.

    Player Experience

    Playing Werewords is a thrilling experience that requires quick thinking, strategic questioning, and a bit of bluffing. The game is designed for 4 to 10 players, making it ideal for larger groups. Each game lasts about 10 minutes, but the addictive nature of the game encourages multiple rounds. The dynamic between the Seer trying to help without being too obvious and the Werewolf attempting to mislead adds a rich layer of strategy and social interaction.

    Pros

  • Engaging and Fast-Paced: Games are quick, making it easy to fit in multiple rounds.
  • Social Interaction: Encourages communication and teamwork among players.
  • Strategic Depth: The balance between guessing the word and identifying the Werewolf adds complexity.
  • Easy to Learn: Simple rules make it accessible to new players.
  • High Replayability: Different words and role assignments ensure each game is unique.

    Cons

  • Dependence on App: Requires a smartphone app for word selection, which might be inconvenient for some players.
  • Luck Element: The randomness of role assignments and word selection can sometimes make the game less predictable.
  • Short Game Time: Some players might find the game too short, although this also contributes to its replayability.

    Personal Thoughts on Werewords

    Werewords is perfect for groups looking for a fun, interactive game that combines word guessing with social deduction. It’s an excellent choice for families, friends, or coworkers who enjoy quick, engaging games that promote teamwork and strategy. The game’s short playtime and easy setup make it a great addition to any game collection, ensuring it will be a hit at any social gathering.

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