Village and Wolves: Hidden Roles with Chase Phases
A movement version of Werewolf: during the night phase everyone moves around the space with eyes open and the wolves, whom nobody knows, tag with a discreet touch on the shoulder; during the day phase the village debates and votes. It blends nonstop movement, reading behavior and arguing a case.
How to play
- Deal cards in secret: 3 wolves, 1 seer, 1 doctor and the rest villagers; the teacher is the narrator (3 min).
- Night, 90 seconds: everyone walks or jogs around the court in varied directions; wolves discreetly touch someone's shoulder, and that player crouches for 3 seconds and keeps walking but is now caught; play one practice night (3 min).
- During the night the seer and doctor may step into a hoop: the seer points at someone and the narrator silently signals whether that player is a wolf; the doctor protects one player by touching their elbow (2 min).
- Day, 2 minutes: the narrator announces how many were caught; they become the jury and do slow squats while the village debates and votes on a suspect, who reveals their card; play 4 night-day cycles (13 min).
- The game ends when no wolves remain or wolves equal villagers; if time allows, play a second quick game (2 min).
- Debrief on which movement clues gave the wolves away (2 min).
Rules
- The wolves' tag is a light brush on the shoulder, never a hit.
- At night keep to an easy jog to avoid collisions.
- During the debate, raise your hand and take turns speaking.
- Caught players stay active as the jury and keep moving in the side zone.
Variations
Easier
Use only wolves and villagers, with no special roles.
Standard
Three wolves, a seer and a doctor, with 90-second nights and 2-minute days.
Harder
Wolves may only tag while the narrator calls a specific movement (sideways, backward), so they have to blend in better.
Adaptations
- Limited mobility: move around the zone in a wheelchair and can be a wolf, since the touch is just as discreet.
- Hearing impairment: the start and end of the night are signaled by raising a cone as well as by voice.
- Autism: may take the fixed role of assistant narrator with a written script of the phases.
Learning goals
- Argue and listen in a group decision-making process.
- Read others' movement to infer their intentions.
- Keep up continuous physical activity within a role-playing game.
Equipment for a class of 25
- cards: 28
- cones: 12
- hoops: 6
- stopwatch: 1
Teacher tip
Name an assistant narrator to keep time for each phase. If the debate drags on, cut it at 2 minutes: the pace is what keeps students active.
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