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|name = Werewolf
|name = Werewolf
Latest revision as of 17:59, 4 March 2021
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|Type(s)||Action - Night - Attack - Doom|
If it's your Night phase, each other player receives the next Hex.|
Otherwise, +3 Cards.
Werewolf is an Action-Night-Attack-Doom card from Nocturne. It's a terminal draw card during the day (i.e., your Action phase), but can also be saved for the Night to inflict Hexes on your opponents. It is the only card with a full pile to have four card types.
 Official FAQ
- Werewolf can be played in either your Action phase or Night phase.
- If played in your Action phase, you draw three cards; if played at Night, each other player receives the next Hex.
 Other rules clarifications
- As always, a card with multiple types retains those types in all contexts. For instance, when you play Werewolf in the Action phase (so it doesn’t attack), it’s still an Attack card and activates other players’ Diplomats and so on. And when you play it in the Night phase, it’s still an Action card, so you can call Royal Carriage to repeat the Hexing, for example.
In an engine deck Werewolf becomes useful because if you draw your entire deck, and still have Werewolves left over, you can use them in the Night phase. In Big Money games, Werewolf functions as a soft terminal, allowing your deck to sustain more of them than similar draw cards such as Smithy or Margrave. Finally in tight races for victory points, giving your opponent Misery or curses may be the difference between victory and defeat.
 English versions
|If it's your Night phase, each other player receives the next Hex. Otherwise, +3 Cards.||Nocturne||November 2017|
 Other language versions
 Secret History