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WereWolf DUEL

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WereWolf DUEL

WereWolf DUEL

2026

Designed by Saygin Dogus

Published by La Bulle à Jeux Edition

Description

Enter an intense psychological duel where every word can betray you and every silence can become a trap. Bluff, manipulate, and anticipate your opponent s intentions to gain the upper hand. Fast-to-learn rules and tense, nerve-racking rounds, perfect for two players seeking strong sensations. Objective: achieve three victories to win the game. ⚡ Fast to play – dynamic rounds, ideal for chaining games. ? Strategic – victory depends solely on your ability to read (or deceive) your opponent. ? Addictive – impossible to stop at just one game! Are you ready to enter the bluffing arena? Box contents: 17 cards + 1 Rules card. - - - - - - - - - - - - Rules : WereWolf DUEL In the hamlet of Yonder-By-Yonder, there are only three of you. While you learn that one of you is a werewolf, you receive no news from your third neighbor. You have only five days to act… and survive. - - - OBJECTIVE OF THE GAME: Be the first to achieve 3 victories. - - - A ROUND: Place the 3 footprint cards (shoe/wolf) in the center of the table with the shoe side face up. Create a pile with the 5 SUN/MOON time cards, SUN side face up. Each player takes into their hand the 3 ACTION cards (SHIELD / TORCH / ATTACK). Shuffle the 3 ROLE cards (Villager / Werewolf), then place them face down. Each player secretly draws one ROLE card. - - - THE ENCOUNTER: Flip one SUN card to its MOON side. This is the time to discuss, bluff, and try to read your opponent s play. Each player chooses one ACTION card and plays it face down. WARNING: only the Werewolf may play the ATTACK card. During the discussion time, you may still change your card. When ready, start a countdown and reveal your cards simultaneously. - - - RESOLUTION: - If the ATTACK card was played: ATTACK vs TORCH = END OF THE ROUND: the WEREWOLF wins. ATTACK vs SHIELD = END OF THE ROUND: the VILLAGER wins. - If the ATTACK card was not played: Flip as many shoe footprint cards to their wolf footprint side as there are TORCH cards played. - If all 3 wolf footprint cards are visible: END OF THE ROUND: the VILLAGER(S) win. Otherwise: If there are SUN cards remaining, start a new ENCOUNTER. If none remain, END OF THE ROUND: the WEREWOLF wins, or the two VILLAGERS lose.

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