One Night Ultimate Werewolf

Given my recent binging on online Mafia, I was keen on seeing Bezier Games, the Ultimate Werewolf folks. Like Town of Salem, One Night uses a variety of roles with special abilities, and the One Night variation advertises itself as no moderator, no elimination, no boring parts. It has proved popular enough to get an expansion (Daybreak) and a spinoff (One Night Ultimate Vampire). My impressions are based on game demos at Gen Con, not deep and repeated play.

One Night achieves “no moderator” via app. You tell your phone/tablet which roles are in play, hit the start button, and it reads off who should open their eyes when. That works well, assuming you can operate within strict time limits. Even with strict time limits, this is a long section of the game. At least a third of the game will be spent with your eyes closed while things happen outside your control or knowledge. That seems to concatenate the boring parts, rather than eliminating them, although there is some excitement because you know that mysterious and important things are happening on the other side of your eyelids.

The physical implementation of this stage is difficult, especially with a large group or short people. Playing at a con helps because there is background noise and movement. In a more intimate game, it will be difficult to avoid noticing who is reaching across the table as roles are called out. Werewolf/Mafia is not meant advantage long arms, narrow shoulders, and quiet chairs.

This nighttime phase is either brilliant or horrible, but I am undecided on which. About half the roles involve changing roles. The Robber swaps roles with someone else, the Drunk swaps roles with a center card (without looking at it), the Troublemaker swaps others’ roles, and more. You not only do not know who is on your team, you do not know which team you are on. The Insomniac has the surprisingly strong power of just checking her role at the end of all that swapping. Part of me wants to say this is horrible random chaos. Part of me wants to say this brilliantly expands the daytime game of deduction to including deducing your own role, so you should expect to see someone suddenly realize she is no longer a Werewolf. A good Troublemaker can evoke that moment, and a great one can lie, get a Werewolf to reveal herself, reveal whose cards she really swapped, then convince the rest of the village to lynch the Werewolf. All in 5 minutes or less.

Eliminating the nighttime elimination mechanic wonderfully eliminates the “you randomly sit out this game” effect. It also quietly changes a fundamental mechanic while keeping the fluff. Werewolf is no longer a killing role; it is now entirely a hiding and lying role. Those people who want to be Werewolf/Mafia because that is the active killing role? I wonder how long it takes them to notice that the Werewolf does not kill anyone, instead just hiding from the villagers.

I have not tried One Night Ultimate Vampire. I am told that it removes the team-swapping in favor of a similar goal-changing mechanic: vampires are always vampires, but now you are in love with that mortal and need to keep him alive at all costs.

: Zubon