Guiding questions

Questions are role- and phase-specific. Especially the game leader can steer the game towards the central skill critical thinking.

For example:

Night phase (Provide a mysterious, calm tone)

  1. Seer
  • Seer, wake up.’
  • Who do you want to investigate this night?’
  • (Answer yes/no to whether that person is a werewolf.)
  • ‘Seer, close your eyes.’
  1. Witch (if in the game)
  • ‘Witch, wake up.’
  • “The victim of the werewolves is…. Do you want to save him/her?”
  • “Do you want to use your poison? On whom?”
  • ‘Witch, close your eyes.’
  1. Cupid (if in the game)
  • ‘Cupid, open your eyes.’
  • ‘Who do you bind with the arrow of love?’
  • “Thank you, Cupid. Close your eyes.”

Day phase (Tone gets livelier)

  1. Morning begins
  • “The sun is rising over Wakkerdam…. Everyone wakes up.”
  • ‘Unfortunately, [name] was attacked last night and died.’
  • (If someone is out of the game: ‘Last words?’)
  1. Discussion and voting
  • ‘What do you guys think, who is suspicious?’
  • ‘Who wants to say something?’
  • ‘Have you noticed any suspicious behaviour?’
  • ‘Who do you guys think is a werewolf?’
  • “Time to vote. Who do you guys want to vote for?”
  1. After voting
  • By majority vote, [name] is banished from the village.’
  • ‘Last words, [name]?’
  • “Was he/she a werewolf…? We’ll find out in a moment…”

General critical thinking guiding questions to steer the game

  • ‘Who was remarkably quiet or, on the contrary, loud?’
  • ‘Who tries to divert attention from themselves?’
  • ‘Who always votes with the majority?’
  • ‘What if the werewolves are among your best friends?