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Quiz about Dont Kill the Wrong Player
Quiz about Dont Kill the Wrong Player

Don't Kill the Wrong Player Trivia Quiz


This quiz is about the game "One Night: Ultimate Werewolf", created by Ted Alspach and Akihisa Okui, and released in 2014 by Bezier Games. It marries ideas from the games "One Night" and "Ultimate Werewolf", and was funded through Kickstarter.

A multiple-choice quiz by qrayx. Estimated time: 5 mins.
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Author
qrayx
Time
5 mins
Type
Multiple Choice
Quiz #
375,621
Updated
Dec 03 21
# Qns
10
Difficulty
Tough
Avg Score
6 / 10
Plays
165
- -
Question 1 of 10
1. "One Night: Ultimate Werewolf" is billed as a game that can accommodate three to ten players. The players are characters in a village, and each player gets a role at random. To keep people guessing, not all roles are used. After each player has taken a role, how many unused roles should be left in the centre of the table? Hint


Question 2 of 10
2. The players are all playing as inhabitants of a village beset by werewolves. The villagers try to determine who the werewolves are, while the werewolves try to obscure the information, and direct suspicion at the villagers. One role is called the Minion, who is actually a villager trying to help the Werewolves win. Do the Werewolves know who the Minion is?


Question 3 of 10
3. "One Night: Ultimate Werewolf" is primarily a game about villagers against werewolves. There is a third faction, though, that has its own agenda. Which single role is on neither the werewolf team, nor the villager team? Hint


Question 4 of 10
4. "One Night: Ultimate Werewolf" has two phases: the night phase, and the day phase. During the night phase, players will "wake up" in a certain order, and perform specific actions according to their roles. Some roles, however, are never called to wake up at all, and have to trust what the other players say during the day phase. Out of the following roles, which one DOES wake up during the night phase? Hint


Question 5 of 10
5. In "One Night: Ultimate Werewolf", an important part of figuring out who is who is by looking at other players' roles. Players can use this information to catch other players' lies, or set up their own deceptions. Of the following roles, which one CANNOT look at another player's role? Hint


Question 6 of 10
6. The chaos of "One Night: Ultimate Werewolf" really picks up when people stop being who they think they are. Some roles let players swap roles; sometimes their own, and sometimes those of other players. Of the following, which role CANNOT change any player roles? Hint


Question 7 of 10
7. In "One Night: Ultimate Werewolf", the different roles wake up in a specific order. This is important when trying to figure out what sequence of events occurred during the night phase. Out of the following roles, which one wakes up first? Hint


Question 8 of 10
8. In "One Night: Ultimate Werewolf", most of the information gathering roles wake up first. The roles that change the roles players have, and generally cause chaos, wake up after. Out of the following roles, which one wakes up last? Hint


Question 9 of 10
9. Most of the roles in "One Night: Ultimate Werewolf" are unique, but some come with duplicates. There are two Werewolf role tiles, two Masons, and three Villagers. Is it appropriate to play a game using only a single Mason?


Question 10 of 10
10. During the day phase, player discuss with each other, and try to figure out what transpired during the night (or obscure that information). At the end of the day phase, each player will vote, simultaneously, to kill a different player. The player with the most votes is then killed, and everyone flips over their roles to see who won and who lost. The villagers win if a Werewolf is killed, while the Werewolves win as long as none of them die. Is it possible that no players have a Werewolf role?



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Quiz Answer Key and Fun Facts
1. "One Night: Ultimate Werewolf" is billed as a game that can accommodate three to ten players. The players are characters in a village, and each player gets a role at random. To keep people guessing, not all roles are used. After each player has taken a role, how many unused roles should be left in the centre of the table?

Answer: Three

The number of roles used in a game is the same as the number of players, plus three. The three unclaimed roles are set in the centre of the table, where they can still be reached. This adds an element of uncertainty, because players don't know which roles were never active during the night phase, or what the ratio of werewolves to villagers is.

The original "One Night: Ultimate Werewolf" game comes with sixteen role tiles. The maximum number of players the creators recommend is ten, which means every non-trivial role could be used (there are three regular Villager roles that have no special action). Games larger than ten players are technically possible, but become quite difficult to coordinate, even with the free mobile application created by Bezier games to help manage the night phase.
2. The players are all playing as inhabitants of a village beset by werewolves. The villagers try to determine who the werewolves are, while the werewolves try to obscure the information, and direct suspicion at the villagers. One role is called the Minion, who is actually a villager trying to help the Werewolves win. Do the Werewolves know who the Minion is?

Answer: No

During the night phase, the Werewolves wake up together, and get to know who they are working with. The Minion is also on the werewolf team, and is trying to help the Werewolves not to die. The Minion wakes up after the Werewolves, and the Werewolves stick out their thumbs without opening their eyes.

The Minion gets to know who they need to help, but the Werewolves don't know who the Minion is. Because the Minion is on the werewolf team, but not an actual Werewolf, they can even try to direct suspicion at themselves to get players to vote for them. If the Minion dies, but no Werewolves do, then the werewolf team wins, including the dead Minion player.
3. "One Night: Ultimate Werewolf" is primarily a game about villagers against werewolves. There is a third faction, though, that has its own agenda. Which single role is on neither the werewolf team, nor the villager team?

Answer: Tanner

The Tanner is a unique role that plays on their own team. The Tanner's tale is a tragic one: they hate their life so much, that their goal is to die. The only way to die in "One Night: Ultimate Werewolf", though, is to get the most votes at the end of the day phase (and you are not allowed to vote for yourself).

The Tanner has to convince all the other players that they are worth voting for, often by pretending to be a Werewolf. Adding the Tanner also makes it easier for Werewolves, because the villagers become a lot more worried about accidentally killing a Tanner pretending to be a Werewolf. If a Tanner is killed, then every other player, regardless of whether they were on team werewolf or team villager, loses.
4. "One Night: Ultimate Werewolf" has two phases: the night phase, and the day phase. During the night phase, players will "wake up" in a certain order, and perform specific actions according to their roles. Some roles, however, are never called to wake up at all, and have to trust what the other players say during the day phase. Out of the following roles, which one DOES wake up during the night phase?

Answer: Drunk

Of the possible answers, the Drunk is the only player that wakes up during the night phase.

The Villager is the most trivial role. Villagers sleep during the night phase, and don't wake up until it's all over. They get no special actions, and just have to talk during the day phase to figure out what happened.

The Tanner also doesn't wake up during the night phase, but has the unique goal of trying to actually die.

The Hunter is on the villager team, and doesn't wake up. The Hunter's special role is that if the Hunter is killed, then whomever the Hunter voted for (they cannot vote for themselves) is also killed. The villagers win a game if even a single Werewolf dies, regardless of how many villagers also die.
5. In "One Night: Ultimate Werewolf", an important part of figuring out who is who is by looking at other players' roles. Players can use this information to catch other players' lies, or set up their own deceptions. Of the following roles, which one CANNOT look at another player's role?

Answer: Troublemaker

The Seer is one of the strongest roles on the villager team. They can look at another player's role to verify what they will say during the day phase, or they can look at two of the centre cards to figure out which roles are not active.

When the Werewolves are called to wake up, if there turns out to be only one, then to offset the disadvantage, that player can look at one of the unused roles in the centre to help them lie.

The Doppelganger is one of the more difficult roles to use, and should only be used by veteran players. The Doppelganger looks at another player's role, and assumes that role. Sometimes the Doppleganger becomes a Werewolf, or sometimes a villager with a special action.

The Troublemaker does not get to look at any other players' roles.
6. The chaos of "One Night: Ultimate Werewolf" really picks up when people stop being who they think they are. Some roles let players swap roles; sometimes their own, and sometimes those of other players. Of the following, which role CANNOT change any player roles?

Answer: Mason

The Masons do wake up, but do not change anyone's role.

The first of the role-changing players to wake up is the Robber. The Robber takes another player's role and looks at it. The Robber then assumes that role, while giving the other player the Robber role.

The next player to wake up is the Troublemaker, who switches two other players' roles without looking at them. They do not get to switch their own role.

The last player to switch roles is the Drunk. The Drunk exchanges their own role with one of the unused roles in the centre, without looking at it. The flavour is that the Drunk has no idea what they woke up as, but whatever it is, they are no longer the Drunk.
7. In "One Night: Ultimate Werewolf", the different roles wake up in a specific order. This is important when trying to figure out what sequence of events occurred during the night phase. Out of the following roles, which one wakes up first?

Answer: Doppelganger

If used, the Doppelganger is the first player to open their eyes during the night phase. They look at another player's role, and assume that role. If they become a Werewolf or a Mason, then they open their eyes when those roles are called. If they reveal a card that has a night action, such as viewing or switching roles, then they perform that action immediately.

The Doppelganger has to know what each of the other roles does so they can instantly perform any action, depending on what they see. Because roles are assigned randomly, the Doppelganger should only be used in games with players familiar with all the roles.
8. In "One Night: Ultimate Werewolf", most of the information gathering roles wake up first. The roles that change the roles players have, and generally cause chaos, wake up after. Out of the following roles, which one wakes up last?

Answer: Insomniac

The Insomniac is a valuable role for whoever gets it. The Insomniac is the last role to wake up in the night, and they only get to look at their own card. By doing this, they will know if their role was changed during the night by one of the other players. It can be very useful learning that you went to sleep thinking you were a villager, but then woke up as a Werewolf, or some other role.

In the original game, there are only a few roles that can change the roles of players, but in the expansion, "Daybreak", many new roles are introduced that can cause a lot more role changing. The Insomniac is especially powerful when using roles from the expansion.
9. Most of the roles in "One Night: Ultimate Werewolf" are unique, but some come with duplicates. There are two Werewolf role tiles, two Masons, and three Villagers. Is it appropriate to play a game using only a single Mason?

Answer: No

There are two Mason roles that come with "One Night: Ultimate Werewolf". During the night phase, they wake up and acknowledge each other, similar to what the two Werewolves do. This helps the villager team by giving them two players who can mutually confirm each other's identities (though both Werewolves could claim to be Masons). If only one Mason woke up, then the other would obviously be one of the unused roles. If only one Mason was used when selecting roles, then they would by functionally identical to the Villager role, unable to provide any useful information. Both Masons have to be used together, or not at all.
10. During the day phase, player discuss with each other, and try to figure out what transpired during the night (or obscure that information). At the end of the day phase, each player will vote, simultaneously, to kill a different player. The player with the most votes is then killed, and everyone flips over their roles to see who won and who lost. The villagers win if a Werewolf is killed, while the Werewolves win as long as none of them die. Is it possible that no players have a Werewolf role?

Answer: Yes

There are only two Werewolf role cards in "One Night: Ultimate Werewolf", and three unclaimed roles in the centre. It is possible that both Werewolves will be in the centre, and all the players could be villagers (possibly with a Minion or Tanner amongst them).

During the vote, the player with the most votes dies. If multiple players tie for most votes, then they all die. A player needs at least two votes to be killed, though.

When no Werewolves are present, the win conditions for the villagers changes. The villagers will lose if a villager dies. If everyone is a villager (and everyone trusts everyone to be a villager), then during the vote, everyone could point in a circle. With each player only receiving one vote, no one would die, and everyone would win. Because the vote is simultaneous, you have to trust everyone else at the table to vote the way they say they will. Also, if a player was lying and there WAS a Werewolf, then the villagers would lose and the Werewolf would win.

In the no-Werewolves scenario, the Tanner would still try to die, but the Minion's goal would also change. The Minion would not mind dying as long as there was a Werewolf that did not. If the Minion had no Werewolves to defend, however, then the Minion's goal becomes survival. The Minion could still lose if the village decided to kill them.
Source: Author qrayx

This quiz was reviewed by FunTrivia editor WesleyCrusher before going online.
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