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Tabletop Game / The Werewolves of Miller's Hollow

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Nine cards. Seven secrets.

The Werewolves of Miller’s Hollow is a reimagining of Mafia, a parlor game of Russian origin. It is a more complex version of the original Werewolf, adding more characters to the mix. While it plays with cards, the real fun comes from the debates as the players try to spot the traitors among themselves.

During the first turn, each player receives a single card from the GM and must keep it a secret from the other players. This is followed by a vote among the players to choose a captain, whose function is represented by a second (non-hidden) card. The game then alternates between “night” turns and “day” turns.

  • During the night, all players with a “villager” card must keep their eyes shut and remain silent, as if they were asleep, while all players with a “werewolf” card must use visual gestures to communicate with each other and choose a victim among the villagers.
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  • During the day, all players (real villagers plus werewolves pretending to be villagers) must condemn somebody among themselves, with the captain’s vote counting twice.

Every time a player is devoured during the night or executed during the day, his card is revealed to the other players and he must remain inactive for the rest of the game. If the captain is devoured or executed, he chooses his successor. The villagers win when all the werewolves have been executed. The werewolves win when all the villagers have been devoured or executed (the GM generally ends the game once the wolves have enough votes to block any attempt to execute them).

More roles can be introduced. Some of those, like the Fortune Teller, use special abilities to help the villagers against the werewolves. Others, like the Cupid, are here to create additional conspiracies alongside or within the initial conspiracy. There are three expansion packs, New Moon, The Village and Characters, adding new roles and game mechanics.

Has a character sheet.


This game contains examples of:

  • Death of a Child: The little girl can die.
  • Disaster Dominoes: If an unlucky chain of events occurs, the villagers can wipe out the majority (or, depending on the number of players left, all) of themselves in one night without exposing a single werewolf.
  • Double Reverse Quadruple Agent: Some combinations of roles can lead to this.
  • Driven to Suicide: If one of the lovers dies, the other commits suicide.
  • Flock of Wolves: Inverted in the "black death" scenario. There are no werewolves.
  • Fur Against Fang: Whenever the fans imagine new roles, vampires aren’t far away.
  • Gameplay and Story Segregation: If no one dies on the first night (either because the werewolves chose not to kill, the savior or the witch rescues the victim), the villagers technically have no reason to suspect that there are werewolves among them, yet it's still possible to vote. Some groups avert this by starting with a day phase, with the moderator presenting themselves as the werewolves' first victim.
  • Interspecies Romance: Happens if Cupid pairs two players who turn out to be a werewolf and a human. In this case, the lovers win if and only if everyone else dies.


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