|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 played during the Night phase to inflict Hexes on your opponents.
- 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.
- If you have abilities to resolve at the start of your turn, it is considered part of your Action phase, and you cannot end it. This means if you play Werewolf at the start of your turn (with e.g, Delay), you cannot skip to your Night phase and give out a Hex.
- If you play it during any phase that isn't your own Night phase (such as with Scepter, or March), including during another player's Night Phase, you get +3 Cards.
Viewed as purely a terminal draw card, Werewolf is an expensive version of Smithy, which means it can be useful both in engines and in money strategies if there is no cheaper alternative. For engines, you’ll typically add Werewolves in the early midgame as your terminal space and odds of collision with a village increase, while money strategies may look to add copies earlier, with less concerns about potentially drawing Werewolves dead.
Although the Attack component is variable in impact (as with most Hexing attacks) and playing Werewolf in this way does not offer good value for the price, this mode means that Werewolf still provides some utility if you cannot or do not want to play it for draw—for example, because you have drawn it dead or lack the terminal space, want to avoid triggering a shuffle, or have significant overdraw.
A unique aspect of Werewolf is that it can be played with a Way even during the Night phase, which does not cost an Action. While draw, +Actions, and are useless at this point in the turn, a few Ways can offer relevant benefits, especially if terminal space is tight. Most notably, you can set up draw for your next turn with Way of the Turtle or Way of the Squirrel.
|If it's your Night phase, each other player receives the next Hex. Otherwise, +3 Cards.||Nocturne||November 2017|
Other language versions
Werewolf is the only card with a full pile to have four card types.
Further comments from Donald X.
Regarding why Werewolf says "otherwise" instead of "if it's your Action phase," Donald X. explained: