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)
- 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.’
- 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.’
- 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)
- 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?’)
- 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?”
- 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?
