How to Play

One Night Ultimate Werewolf: Daybreak

3-10 players 10-10 min 7.3 Board Game Geek Rating

Players receive secret roles with unique powers in this 3-7 player deduction game. During one morning phase, the village must identify and eliminate a werewolf to achieve victory. Features eleven distinct roles with no basic villagers. Can be played standalone or merged with the original version for up to ten participants.

Published 2015

One Night Ultimate Werewolf: Daybreak

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Position the Center Werewolf card
If playing with the Alpha Wolf, place any other Werewolf card (including regular Werewolf, Mystic Wolf, or Dream Wolf) face down and perpendicular to the three center cards
2
Place the shield token
During setup, place a shield token near the center cards so the Sentinel can easily reach it
3
Prepare Artifact tokens
Place all Artifact tokens face down, shuffle them, and position the stack near the center cards for the Curator to access
4
Select roles for the game
Choose which Daybreak roles to include, adding a few at a time if new to the expansion until comfortable with them
5
Deal role cards
Give each player one face-down card; place three cards face down in the center of the table
6
Assign teams
Players on the village team include Sentinel, Apprentice Seer, Paranormal Investigator, Witch, Village Idiot, Revealer, Curator, and Bodyguard; players on the werewolf team include Alpha Wolf, Mystic Wolf, and Dream Wolf

On Your Turn

What you can do during your turn.

1
Sentinel wakes (#0)
May place a shield token on any player's card except their own; that card cannot be viewed, moved, or have an artifact placed on it
2
Doppelgänger wakes (#1)
Views another player's card and becomes that role, performing immediate actions if applicable
3
Werewolves wake (#2)
Open eyes to identify each other; Dream Wolf keeps eyes closed but sticks out thumb instead
4
Alpha Wolf wakes (#2-B)
After regular werewolf phase, must exchange the Center Werewolf card with any other player's card (not their own or another werewolf's) without looking at either card
5
Mystic Wolf wakes (#2-C)
After regular werewolf phase, may look at one other player's card
6
Apprentice Seer wakes (#5-B)
May look at one of the center cards
7
Paranormal Investigator wakes (#5-C)
May look at up to two other players' cards one at a time; if viewing a Werewolf or Tanner, must stop and becomes that role
8
Witch wakes (#6-B)
May look at one center card; if she does, she must exchange that card with any player's card without looking at the player's card
9
Village Idiot wakes (#7-B)
May move all players' cards (except their own, center cards, and shielded cards) one place to the left OR one place to the right
10
Revealer wakes (#10)
May flip any other player's card face up; if it shows a Werewolf or Tanner, must flip it back face down
11
Curator wakes (#11)
May place a random face-down Artifact token on any player's card (including their own) that doesn't have a shield token
12
Check Artifact tokens
Any player with an Artifact token must secretly look at it without showing others; they may say anything about it including lying
13
Discuss and deduce
All players discuss who they believe the werewolves are based on night actions and claims
14
Bodyguard protection
The player the Bodyguard points to cannot be killed even if they receive the most votes
15
Apply Artifact effects
Claw of the Werewolf makes you a Werewolf; Brand of the Villager makes you a Villager; Cudgel of the Tanner makes you a Tanner; Mask of Muting prevents speaking; Shroud of Shame requires turning away from other players; Void of Nothingness has no effect
16
Vote simultaneously
All players point at who they want to eliminate; when Bodyguard is in play, all players reveal their cards after voting

Winning

How to claim victory.

1
Village team wins
If at least one werewolf is eliminated through voting
2
Werewolf team wins
If no werewolves are eliminated and at least one villager dies
3
Tanner wins
If the Tanner (or player with Cudgel of the Tanner) is eliminated; in this case the werewolf team cannot win
4
Dual Tanner/Werewolf death
If both a Tanner and Werewolf die, both the Tanner and the village team win
5
Paranormal Investigator transformation
If P.I. viewed a Werewolf, they join the werewolf team; if they viewed a Tanner, they only win if eliminated
6
Bodyguard protection override
If the player with most votes is protected by the Bodyguard, the player with the next most votes (minimum two) is eliminated instead

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FULL rules

Looking for the full details? Grab the complete rulebook as a downloadable PDF.

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