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One Night Ultimate Werewolf/Vampire Scoring Rules:

1) Everyone receives a poker chip at the start of the round. Everyone votes immediately upon the 321...
Vote! call. Position your poker chip in front the person you vote for. Votes may not change. You may
vote for yourself. If you dont place your token in front of someone else, it counts as a vote for you.
2) The person with the highest number of votes dies.
a. Only one person is killed via the vote.
b. Two-way ties are settled via coin flip.
c. Three-way or greater ties are settled via an additional 5-minute discussion and re-vote.
d. A vote for a player from the Bodyguard nullifies all votes for that player, except that players own
vote.
e. Once the player with the highest number of votes is determined, flip his card to determine if he
is the Prince. If he is the Prince, nullify votes from other players (his own vote, if on him, still
counts) and re-determine the vote death.
f. Once the final vote death is determined, turn over all marks, cards, and artifacts.
g. Special abilities may cause others to die (Hunters ability, the Mark of Love, etc)
i. Mark of Love and the Hunters ability cannot be blocked.
h. Votes for the Diseased or for players with the mark of the Diseased prevent the players who cast
those votes from receiving a Death Bonus.
3) There are three teams for scoring purposes: Villagers, Werewolves, and Vampires. All members of a team
score if their team scores, except for special cases. Scoring is as follows:
a. All scores start at: 0
b. Death Bonuses are applied for the status of the game when votes are cast. Previous states do
not matter. Cards in the middle are considered unassigned and do not count for scoring
purposes.
c. Death Bonus: For every person on an opposing team who dies, every person on your team gains
a point: +1. The Death Bonus is awarded for every person who dies, regardless of cause.
d. Death Penalty: If you die, you lose a point (but nobody else does): -1
4) Special cases for Death Bonus: Tanner, Apprentice Tanner, Assassin, Apprentice Assassin
a. Death Bonus is doubled (+2) for players who only have a specific target player. They receive 2
points if their specific target dies, but do not receive points if other players die.
i. If a player is the Tanner when the votes are cast, he is his own target and he is the
Apprentice Tanners target, and both he and the Apprentice Tanner receive the +2
Death Bonus for the Tanners death.
ii. If no player is the Tanner when votes are cast, the Apprentice Tanner is his own target,
and he receives the +2 Death Bonus for his own death.
iii. If the Apprentice Tanner and Tanner are both in play and the Apprentice Tanner dies, no
Death Bonus is awarded to any player for this, and the Death Penalty still applies.
b. No teams receive a Death Bonus for the Tanners death, or for the Apprentice Tanners death.
c. The Death Bonus is not received by anyone who votes for the Diseased or a player with the Mark
of the Disease, regardless of source.
d. Players with the Mark of the Traitor only receive the Death Bonus when players on their own
team die, including themselves.
5) Artifacts versus marks versus cards:
a. For scoring purposes, priority is: Artifacts > Marks > Cards
b. An artifact or mark which changes your team does not change or eliminate a special ability.
i. Example: A werewolf marked as a vampire still gets to see a card in the center, and still
identifies himself for the Minion.

c.
d.

An artifact which adds a special ability does not change or remove an existing special ability.
They both take effect.
Marks and artifacts with the same effect dont stack or cancel.
i. Example: A villager with the Dagger of the Traitor artifact and Mark of the Traitor
functions the same as if he had only one or the other.

6) Cursed:
a. If both vampires and werewolves vote for the Cursed, he joins the team from which he received
the most votes (excluding the villager team).
b. In the event of a tie, his alignment is determined by a coin flip.
7) Doppleganger/Copycat:
a. TBD

Scoring examples:
1.

2.

3.

4.

5.

Six players: Vampire, Cupid, Villager1 (Mark of Love), Villager2 (Mark of Love), Villager3, Villager4 (Mark of
the Vampire).
a. Villager1 (Mark of Love) receives the most votes and dies.
b. Villager2 (Mark of Love) dies due to Mark of Love binding to Villager1.
c. Scores for this round:
i. Vampire (+2), Villager4 (Mark of the Vampire) (+2)
1. Vampire and Village4 (Mark of the Vampire) receive 1 point Death Bonus for
each of the villager players who died.
ii. Cupid (0), Villager3 (0)
iii. Villager1 (Mark of Love) (-1), Villager2 (Mark of Love)(-1)
1. Villager 1 and Villager2 each lose 1 point for Death Penalty.
Six Players: Vampire, Priest, Villager1, Villager2, Villager3, Villager4.
a. Villager2 received the Mark of the Vampire, but the Priest cleared it.
b. Villager3 receives the most votes and dies.
c. Scores for this round:
i. Vampire (+1)
1. Death Bonus for Villager3
ii. Priest(0), Villager1(0), Villager2(0), Villager4 (0)
iii. Villager3 (-1)
Six Players: Vampire, Villager1 (Mark of the Vampire), Villager2, Villager3, Villager4, Villager5
a. Vampire receives the most votes and dies.
b. Scores for this round:
i. Villager2 (+1), Villager3 (+1), Villager4 (+1), Villager5 (+1)
ii. Villager1 (Mark of the Vampire) (0)
iii. Vampire (-1)
Six Players: Werewolf, Minion, Vampire, Hunter (Mark of the Vampire), Villager1, Villager2
a. Hunter receives the most votes and dies.
b. Hunter voted for Minion, therefore Minion also dies.
c. Scores for this round:
i. Werewolf(+2)
1. Werewolf receives 1 point for a vampire kill (Hunter) and 1 point for a villager
kill (Minion)
ii. Vampire(+1), Villager1(+1), Villager2(+1), Minion(+1)
1. Vampire receives 1 point Death Bonus for a villager kill (Minion)
2. Villager1 and Villager2 receive 1 point Death Bonus for a vampire kill (Hunter)
3. Minion receives 1 point for a vampire kill (Hunter), and receives 1 point for a
villager kill (Minion), but loses 1 point due to Death Penalty (for his own death).
iii. Hunter (Mark of the Vampire) (0)
1. Hunter (Mark of the Vampire) receives 1 point Death Bonus for a villager kill
(Minion) but loses a point due to Death Penalty (for his own death).
Six Players: Werewolf, Tanner, Villager1, Villager2, Villager3, Villager4
a. Tanner receives the most votes and dies.
b. Scores for this round:
i. Tanner (+1)
1. Tanner receives 2 points Death Bonus for killing his specific target (Tanner) and
loses 1 point due to Death Penalty (for his own death)
ii. Werewolf (0), Villager1 (0), Villager2 (0), Villager3 (0), Villager4(0)

Useful card selection criteria:


1.
2.
3.
4.

5.

Only use characters who move or adjust cards if characters who move or adjust marks are not used.
Only use characters who move or adjust marks if characters who move or adjust cards are not used.
Ensure at least three characters are selected who are not on the villager team.
a. Werewolves, Vampires, and Tanners.
If exactly three non-villager characters are used, use the Drunk as well.
a. This ensures that at least one non-villager is always assigned to a player upon voting and avoids
the possibility that all non-villagers are in the center.
Attempt to ensure that villagers consistently outnumber non-villagers.
a. Elsewise, villagers may be remiss to tell the truth because they might be ganged-up on my nonvillagers.

Favorite combinations:
1.

Seven players (therefore 10 cards total):


a. Vampire team: Vampire
b. Werewolf Team: Werewolf, Minion
c. Villager team: Hunter, Seer, Troublemaker, Drunk, Insomniac, Prince, Robber
d. Fun nuances:
i. Vampire always knows who the marked vampire is (the mark doesnt change) but
doesnt know if he is still the vampire upon the vote.
ii. Werewolf always gets to check a card in the center.
iii. Drunk always becomes either Minion, Werewolf, or Vampire if these three cards were in
the center at the start.
iv. Price cannot die, unless the hunter kills him.

Miscellaneous:

If there is more than one werewolf among the cards selected, but only on Werewolf card is assigned, and
that player views a Werewolf card among the center cards, he may continue looking at additional center
cards until either a) he has looked at all of them or b) he sees one that is not a werewolf.
o This is because intent is clearly that the lone Werewolf identify an unassigned Villager.
o Additionally, the Werewolf can already infer that the other werewolves in the selection are
unassigned, and therefore at in the center, and therefore he does not glean useful information
from seeing a werewolf card in the center.
o If four Werewolves are in the card selection and three of them are in the center, the Werewolf
player should use his time to lament his particularly poor luck.

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