A WOLF
IN THE NIGHT

v1.2 — a Stanktown game

THE HUNT BEGINS

MODE
CHOOSE 2–4 HUNTERS
WOLF STRENGTH
7standard
WHO GOES FIRST
WOLF
ROUND 1

HOW TO PLAY

The Hunt

A werewolf hides under one of nine forest cards. Together, find it and put it down with silver before it picks the party apart. Win when the Wolf's hearts hit zero. Lose if every hunter falls — the dead stay dead.

Your Turn

Do ONE of these:
Explore — flip any face-down card and suffer or enjoy what's under it.
Shoot — spend 1 silver bullet and flip any face-down card. If it's the Wolf, it takes 1 damage. Anything else: the bullet is wasted and the card's effect is ignored.

The Forest (9 cards)

3 × Paw Printnothing but a cold trail.
3 × Gungain 1 silver bullet (max 3).
1 × MedKitheal any hunter 1 heart (max 3).
1 × Mirrorexplore again, immediately.
1 × Werewolfexplored: it mauls you for 2 hearts. Shot: it takes the bullet. Either way the round ends.

Rounds

The round ends when the Wolf turns up — or when every card except the Wolf is flipped, in which case it stalks the dark and every hunter loses 1 heart. The forest reshuffles; hearts, bullets and Wolf damage carry over; abilities refresh.

The Hunters

Everyone starts with 3 hearts and 1 bullet.
Big Game Hunter — shots deal +1 damage to the Wolf.
Doctor — once per round, heal any hunter 1 heart.
Priestess — once per round, before a flip: ward a hunter; they take no damage this turn.
Tracker — once per round, as their whole turn: lose 1 heart to scout any face-down card. The whole party sees what's there.

The Wolf

2 hunters — 5 hearts. 3 hunters — 6. 4 hunters — 7. Raise it for a harder night.

RECORDS

Pass the phone.
TAP WHEN READY

TAP TO CONTINUE

THE TRACKER SCOUTS…

PAUSED