HISTORY

The Werewolf game is an intellectual challenge that has even sparked discussion about its potential use in intelligence-agency training. Its prototype, called Mafia, was created in 1987 by a student from the Psychology Department of Moscow State University. Later, in 1997, Andrew Plotkin adapted it into the Werewolf concept.

The game simulates the struggle between two mystical communities: an organised minority who know one another and an unorganised majority.

Regardless of its origins it is clear that there is hardly a more effective way to develop critical thinking, situational analysis, improvisation skills, and the ability to maintain self-control under pressure.

  • Werewolf is a team game with at least ten players. Its key advantage is that success depends on strategic thinking, behavioural analysis, and the art of persuasion.

  • This makes the game incredibly dynamic and unpredictable, forcing players to adapt and evolve their tactics in real time. Unlike chess, where the loss of one player does not determine the fate of others, as it is an individual game, in Werewolf an inexperienced player may not only lose themselves but also jeopardise the entire team. Werewolf goes far beyond a simple game, it is a true test of trust, logic, and collective spirit.

  • During the game, emotions run high and passions intensify, so no one can overlook even the smallest mistake.