Night Action Order

Everyone submits their night action independently, and the engine resolves the lot at once. Which action beats which is therefore not decided by who pressed the button first. It is decided by this sequence, and knowing it is the difference between reading a morning report and guessing at one.

The order night actions resolve in

  1. Redirects (Succubus)
  2. Roleblocks (Direwolf, Courtesan, Manacles of Spite)
  3. Protection visits (Protector, Huntsman, Shaman, Heavy Shield and the armour items)
  4. Most visits (too many to list: all visits not belonging in another category, including items)
  5. Item thefts from abilities and potions
  6. Kills (killing werewolf (Werewolf/Alphawolf/Shapeshifter), Vampire, Witch, Militia), including resulting item thefts
  7. Report visits to Stalkers, Harlots, Familiars
  8. Passing of items
  9. Swap identities (Djinn, Shapeshifter)
  10. Report kills to village
  11. Report revives to village

Reading down that list is worth doing once. Redirects are first because they change who everybody else is targeting. Roleblocks are second so they catch as much of the night as possible. Protection is placed before the visits it has to survive. Kills happen after ordinary visits, which is why an intel role dying tonight still gets tonight's report. Everything after the kills is bookkeeping: telling people what happened, and moving identities and items around after the damage is already done.

What a redirect moves, and what a block takes away

Steps one and two are where most of a night is decided, and both of them are narrower than they sound. These rules are the same for every role and every item that does them, so they are stated here once rather than on each of the pages that link back to this one.

Redirects

Two different effects get called a redirect, and they do not do the same thing. The Succubus moves one action: it takes the visit its target was making and sends it at the Succubus's second pick instead. Only that player's first visit moves. A second visit they were also making, and anything an item of theirs was doing, carries on to its original target untouched. For a role with two picks, the one that moves is always the first, so the useful question on a role page is which of its two picks is the first one.

The Toymaker, the Nosneh's Robes and the Avleda Rune do the opposite thing: instead of moving one action, they move everything aimed at a player onto somebody else. First visits, second visits, item uses and items being passed all follow the redirect together.

Only the Succubus refuses to work on some targets. It will not move the action of a player who is immune at night, and it will not move a Messiah at all. The whole-player redirects check nothing: no immunity stops them, and nothing on a role page exempts anyone from them.

Roleblocks

A roleblock removes the blocked player's first visit, their second visit and any role option they had chosen. It does not touch their items: a player who is roleblocked while holding a usable item still gets to use it. The blocked player is told they were blocked, and is not told what they would otherwise have found out.

A roleblock is refused outright against a player who is immune to being roleblocked. That covers every role that is immune at night, since night immunity carries roleblock immunity with it, plus a handful of roles that are unblockable without being night-immune, and anyone holding an item that grants it. Where that is true it is stated on the role's or the item's own page.

Item blocks

An item block is the mirror image and is simpler: it removes that player's item uses for the night and leaves their role's own action alone. There are no exemptions at all. No item is immune to it, no role is immune to it, and nothing a player can be holding prevents it.

What happens when two actions clash

Actions in the same step run more or less simultaneously. When two of them want incompatible outcomes, the engine settles it like this:

  • Redirects and identity swaps occur in a deterministic, server-defined order, which may cause them to act unpredictably if two or more such actions target the same player.
  • If a player is roleblocked multiple times, they will receive one message for each roleblock, but receive no additional effect.
  • Protection visits overlap. The target gets no extra safety from being protected twice, but if they are attacked, every effect attached to every protection still fires. A Protector and a Huntsman covering the same player both trigger, and the Huntsman still dies doing it.
  • If multiple players attempt to steal from the same target with an ability or potion, no items are stolen.
  • If multiple players successfully kill the same target, the single cause of that kill (and thus who gets any stolen items) will be attributed to a single killer in a deterministic, server-defined order, but all on-success actions for that kill will still trigger.

The practical reading of that last one: two factions killing the same player produces one body and one attributed killer, so a night with two kill attempts can look, from the outside, exactly like a night with one.

Dying does not cancel your action

Because nearly everything resolves at the same moment, being killed tonight does not stop what you did tonight. If you are a killing role and you die, your kill still lands. If you are an intel role and you die, your report is still generated. The engine has already taken your action by the time it works out who is dead.

Why identity swaps cannot save anyone

Identity swaps sit at step nine, after kills at step six. By the time a Djinn or a Shapeshifter moves anyone, the game has already decided who dies. A swap can never change which player dies in the night. It can only change which character is announced dead at dawn. A Shapeshifter targeted by a kill cannot shift out of it.

The same ordering does something more useful for the swapper. Reports are taken at step seven, before the swap at step nine, so an intel result is a snapshot of who a character was before the night finished rearranging things. Your information can be out of date by the time you read it, and it will not say so. That is worth remembering the next time a confident check and an obvious fact refuse to line up.

Where to go next

This page tells you which actions land. Intel checks tells you what the surviving ones actually return, and auras covers the effects that change an answer without changing the player. If the sequence above was your first encounter with half these roles, the role catalogue has all of them, and how to play Werewolf online covers the night phase from the beginning.