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Vote which players you’ll send on guard to protect the town from wolves each night, but beware – some of your fellow townsfolk have been acting strangely. Do they just have secret quirks, or might they be Werebunnies helping take down your defenses from within?
You'll need to manage your resources wisely to defend the town from incoming damage (or use them to sabotage the guards instead, if you're a Werebunny), while also taking into account various magical items, quirks, and abilities that can alter the outcome! Choose wisely who to bring and which powers to use – each night could be your last.
A New Breed of Hidden Traitor
But wait – there's more!
Players are divided into two teams, Townsfolk and Werebunnies, each with their own Quirks, Items, and Mutations that influence how they will play the game. Each player will have resources represented by cards which each player will use to defend or destroy the town. Over five rounds, players will vote on who will go on guard against the incoming wolf attacks. Those who do not guard and stay in town will choose from a variety of actions to gain extra cards or vital intel.
The game ends and the Werebunnies win if, at the end of any round, the defenses - the Wall and the Tower - drop to zero. The Townsfolk win if they manage to defend the town through to the final night with at least 1 point of defenses remaining. The Townsfolk can also win if at any time they unanimously accuse the correct two players of being Werebunnies.
The game is played over five rounds, indicated by the phases of the moon. Each round has a day phase in which all players are together and then a night phase in which players are separated into two teams, each with their own separate voice channel for communication.
The defenses are attacked by the wolves lurking in the forest surrounding the town, and true Townsfolk will try to bolster the defenses with cards that are worth 1, 2, 3, or 4 points. Meanwhile, the Werebunnies will secretly use those same cards to weaken the defenses instead. All players start the game with three cards in hand, and can gain more over the course of the game; both Townsfolk and Werebunnies can play as many cards as they want on a single night on guard, but must consider if they want to save cards for later nights as well.