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Tabletop Game / Werewolves Of Thiercelieux

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"The village falls asleep..."

Werewolves of Thiercelieux (fr. Loups-Garou de Thiercelieux) is a role-playing game. An official card game version is edited by Asmodee. It is a variation of the Mafia-type games, and needs a non-playing game master. A website to play online exists : https://www.loups-garous-en-ligne.com.

The rules are the following:

The game opposes the Werewolves to the Innocents. Everyone is given a role which they must keep secret. Every day, the entire village gathers to condemn a player to be burnt at the stake in order to eliminate the werewolves... but werewolves can be manipulative. Every night, a secret life takes place.

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  • Werewolves (1/4 of the players): their goal is to kill the innocents. Every night, they must agree to kill one person.
  • The Witch: their goal is to kill the werewolves. They has one life potion, which they can use to resurrect the werewolves' victim of the night, and one death potion, which they can use to kill a player of her choice. They can only use each once.
  • The Seer: their goal is to kill the werewolves. Each night, they are able to know the role of a player of their choice. Said role can or cannot be spoken out loud by the game master.
  • The Hunter: their goal is to kill the werewolves. When they are killed, they are allowed to shoot a player of their choice and kill them too.
  • The Little Girl: their goal is to kill the werewolves. They is the only character allowed to open their eyes to spy on the wolves. However, they are immediately killed if found out, and not allowed to pretend to be a wolf.
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  • Cupid: their goal is to kill all werewolves. During the first night, they chooses two players of their choice (one of which can be themself). Those two players are bound, and if one dies, the other dies too. If the lovers are a werewolf and an innocent, then their goal becomes to be the last two people standing.
  • Simple Villagers: their goal is to kill the werewolves. They have no special power, except their capacity to make a case during the day.

Those are the basic cards. Several additions exist, including:

  • The Father of Wolves: their goal is to kill the innocents. Once in the game, they are able to turn the victim of the night into a werewolf. The infected retains their power, and the Seer is not able to see their new nature.
  • The Big Bad Wolf: their goal is to kill the innocents. Each night until a first werewolf dies, they are able to kill a second innocent.
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  • The White Werewolf: their goal is to be the last one standing. They are in the camp of the wolves, but they can kill one of them every two nights.
  • The Wild Child: their goal is to kill the werewolves. However, if the player they chose as a model to return to society dies, they become a werewolf and their goal becomes to kill the innocents.
  • The Wolf-Dog: they are allowed to choose before the game starts whether their goal will be to kill the innocents with the werewolves, or to kill the werewolves with the innocents.
  • The Savior: their goal is to kill the werewolves. Every night, they can protect a player of his choice from death, including themself. They cannot protect the same person twice in a row.
  • The Knight With a Rusty Sword: their goal is to kill the werewolves. When killed by the wolves and by the wolves only, they leave the first wolf on their left with only one day to live.
  • The Old-Timer: their goal is to kill the werewolves. The wolves need two attempts to finish them off; however if they are mistakenly killed during the day, all the innocents become Simple Villagers.
  • The Crow: their goal is to kill the werewolves. Every night, they can point at a player. That person will have two more votes against them during the daytime elimination.
  • The Village Idiot: their goal is to kill the werewolves. If the village kills him during the day, they realize their error at the last moment and spare them. However, they lose their right to vote after that.
  • The Black Sheep: their goal is to kill the werewolves. If two players have the same amount of votes during the day, they are killed in their stead.
  • The Stuttering Judge: their goal is to kill the werewolves. At one point in the game, they are allowed to demand the village kills another person during the day with a secret sign to the game master.
  • The Bear Tamer: their goal is to kill the werewolves. If one of their direct neighbors is a werewolf, the bear will roar in the morning.
  • The Fox: their goal is to kill the werewolves. Each night, they can "smell" a player of their choice. If that player or one of their direct neighbors is a werewolf, the Fox may keep their power. If not, they lose it.
  • The Flute Player: their goal is to be the last one standing. Each night, they can charm up to three people of their choice. They win when all the surviving players are charmed.
  • The Angel: their goal is to be eliminated during the first day. If they are, they win.

The game master must call them in the following order during the night:

Cupid (first night only)→ Wild Child (first night only) → Wolf-dog → Savior → Flute Player → Seer → Fox → Werewolves → Father of Wolves → Big Bad Wolf → White Werewolf → Witch → Crow

All nightly interractions are supposed to be silent.


Werewolves of Thiercelieux provides examples of:

  • Anachronism Stew: the card designs and setup imply the game is taking place in a medieval-ish period; but the hunter is represented on their card by a modern rifle.
  • Ansgty Surviving Twin: the online version provides The Sisters and The Brothers, a pair and a trio of innocents who know who the other(s) is/are, and can communicate. If one is killed, the remaining become this.
  • Ape Shall Not Kill Ape: averted. While the wolves cannot kill each other during the night (except for the White Werewolf), they are perfectly allowed to vote against each other during the day.
  • Arranged Marriage: by Cupid, for the Lovers. Considering how they react to the other dying, it's a Perfectly Arranged Marriage.
  • Battle Couple: depending on how invested a storyteller the game master is, the Lovers.
  • Big Eater: the Big Bad Wolf eats part of a victim, and then an entire other victim.
  • Bond Creature: the bear, for the Bear Tamer.
  • Child of Two Worlds: the Wild Child grew up in the wilderness, and is suddenly taken back to civilization.
  • Children Are Innocent: the Little Girl. Arguably, the Wild Child too is only a victim of circumstances.
  • Death by Genre Savviness: Technically, people can reveal their role (for example, if the Seer needs to convice the village their saw a wolf)... But the wolves might come to get them that very night.
  • Death by Irony: The Witch may easily cause these with their death potion... The wolves might go to sleep after having killed an innocent, only to find out the witch resurrected them and killed one of them instead.
  • Death Is Cheap: both the Village Idiot and the Old-Timer, by their very nature, can survive death. The Witch is also able to rescucitate someone.
  • Death of a Child: the Little Girl. The death of the Wild Child, however, is generally well-taken.
  • Death Seeker: the Angel, during the first day, is supposed to do everything in their power to get eliminated. The Hunter's and the Knight With a Rusty Sword's powers can only be used if they are killed. If the Old-Timer is a troll, they can also try to get themselves eliminated and deprive the innocents of their powers. Simple Villagers can also be this if they deem their role too boring.
  • Evil-Detecting Dog: the Bear Tamer's bear and the Fox.
  • Failed Attempt at Drama: people can get very invested in accusing someone of being a wolf... Only to find out their victim was a villager.
  • A Father to His Men: invoked with the Father of Wolves.
  • Frame-Up: during the day, the wolves are supposed to try and frame innocents.
  • Graceful Ladies Wear Purple: the Seer is dressed in purple and gold on her card.
  • Hair of Gold, Heart of Gold: the Little Girl.
  • Heel–Face Turn: the Wild Child, if their mentor is killed. For the lovers to win, at least one of them has to betray their camp on the last day.
  • Innocent Blue Eyes: the Little Girl has blue eyes on her card.
  • Master Poisoner: the Witch.
  • Master Swordsman: the Knight With a Rusty Sword gets attacked by a whole pack of werewolves, probably during their sleep, and manages to take one away with them, with a rusty sword.
  • The Mentor: the Wild Child's model. Subverted in that they're not supposed to know they're the model.
  • Parental Abandonment: Whatever happened to the Wild Child's parents?
  • Reports of My Death Were Greatly Exaggerated: the werewolves can be quite surprised to see that their victim was saved by the Witch or protected by the Savior... Try not to show it!
  • Secretly Dying: the first wolf on the left of the Knight, after they have been killed.
  • She Is the King: A male player will be called a Witch or a Little Girl, a female player will be called a Father of Wolves.
  • Shipper on Deck: Cupid, of course.


"And now the village awakes."
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