Masons Roles
Every role in the game the guide tags as masons.
Village
The majority of the players in any game are almost always members of the village. They are the uninformed majority: as a rule, each member of the village begins the game not knowing who to trust. As the game progresses, members of the village must work out who is lying to them and who is genuine. This is different for the enemies of the village: members of other factions know from the start who their allies are. This is the initial disadvantage of the village, and the crucial mechanism on which the whole game is based! The village has access to many powerful roles, which excel in different aspects of the game. The village has roles that can defend other players, gather information, and/or kill others players. Unless the role list is given at the start of the game, the village does not know which roles are in the game - generally, only a portion of the total amount of village roles is present in the game. The village members, especially those with special abilities, become increasingly effective the more they work together. A village in which the important members know to trust each other and work together effectively is nearly unstoppable by any other faction. It is therefore crucial that the village members work on finding their allies before their enemies can kill them and/or cunningly infiltrate their ranks!
- Lost Mason You are a Lost Mason. Your ancestors were once Masons but you were left behind, you have a rough idea of who your leader may be
- Mason Leader You are a Mason Leader. Once per night you recruit a member of the village to join the Masons. You can recruit twice.
- Mason Sergeant You are a Mason Sergeant. If there are no Mason Leaders alive, you may recruit once.
Strategy & advice
Strategy · subjectiveThe pages above are the factual reference. This section is subjective advice on how to play better, not part of the rules.
- When Not to Execute in a Wolf vs Village game - 4 or 6 Players: If you are a villager and there are 4 players left, you know there can only be 1 wolf. Voting for no execution can give you an extra day of discussion and narrow your focus down to 2 players to decide between instead of 3. If you miss the execution with 4 players left, it's almost always game over, so if you're not 100% sure, be careful. In similar logic to the 4 player position, if you are down to 6 players then you know there is at most 2 werewolves remaining. Consider whether or not skipping an execution here may buy you an extra day and night.
- Executing an Unknown when your Seer finds a Wolf: There may come a point where you have a wolf check with a Seer. A Seer that you trust entirely. And yet the best play isn't to execute the wolf immediately. If when the wolves kill the seer you will be left with many unconfirmed villagers, you might be better off thinning out the number of unconfirmed players There are several conditions needed to be met to make executing an unknown a better play - 1. You have some form of protection (Protector, Huntsman) for the Seer that can get them at least one extra check 2. The wolf cannot be a Shapeshifter 3. There are a lot of unconfirmed villagers 4. You have enough numbers to afford a wrong execution If all these are true, then the best play might be to reduce the number of unconfirmed players in the game and to instead execute one of them. You can immediately execute the wolf after the Seer is killed at night.
This guide covers most standard roles, items and auras that exist in werewolv.es. Rumours persist of powerful factions and relics that do not appear in this guide. Yet they do not exist. External community guides such as the Unofficial How To Play Werewolves may contain delerious rants about such entities. Modin may change or introduce things that don't exist in this guide for special or one off games. If you meet something this guide does not describe, the game is right and the guide is incomplete.