Werewolf
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Werewolf (Nocturne)

Cost: $5

Type: Action-Attack-Night-Doom

Text: If its your Night phase, each other player receives the next Hex. Otherwise, +3 Cards.

Strategy Review

Here's a comprehensive strategy guide for Werewolf:

Werewolf Strategy Guide

Introduction Werewolf is a unique dual-mode card from Nocturne that functions differently depending on when you play it. During the Action phase, it's a simple +3 Cards drawer, but during Night, it becomes an attack that hexes your opponents. This flexibility makes it an interesting card that requires careful consideration of timing and strategy.

Basic Characteristics - Cost: $5 - During Action phase: +3 Cards - During Night phase: Hexes each opponent - Notable features: Flexibility between drawing and attacking, Doom type

Core Uses and Timing

  1. Action Phase Use When played during the Action phase, Werewolf is essentially a Laboratory without the +1 Action. While +3 Cards is a strong effect, the lack of +Action makes it terminal, which can be problematic in Action-heavy decks. Key considerations for Action phase use:

  2. Best when you need to see more cards immediately

  3. Useful for digging for specific cards
  4. Can help set up your Night phase
  5. Most effective when you have no other Actions to play
  6. Works well as your last Action card

  7. Night Phase Use The Night phase attack makes each opponent receive the next Hex. Hexes are generally negative effects that can:

  8. Force discards
  9. Give -1 Card tokens
  10. Return cards to the top of deck
  11. Give -1 Coin tokens
  12. Other detrimental effects

The random nature of Hexes means you can't rely on specific effects, but they're generally all beneficial to you and harmful to opponents.

Strategic Considerations

  1. Phase Selection One of the key decisions with Werewolf is choosing when to play it. Consider:

Action Phase Benefits: - Immediate card draw - Helps find Night cards - Can enable combinations within the same turn - More predictable outcome

Night Phase Benefits: - Attacks opponents - Doesn't use up Action capacity - Can be played after seeing your full turn develop - Multiple Werewolves can be played without Action concerns

  1. Deck Composition Impact

For Action Phase Use: - Benefits from +Action cards - Works well with other draw cards - Can enable big money strategies - Helps find Night cards consistently

For Night Phase Use: - Combines well with other Night cards - Works with any strategy since it doesn't compete for Actions - Particularly strong with other attack cards - Benefits from card cycling to play frequently

Key Synergies

  1. Action Phase Synergies

Village Variants: - Village, Worker's Village, etc. - Provides needed Actions to play Werewolf and other cards - Enables multiple Werewolves in one turn

Draw Enhancers: - Library - Watchtower - Helps ensure maximum hand size despite discarding effects

  1. Night Phase Synergies

Other Night Cards: - Devil's Workshop - Vampire - Night Watchman - Creates powerful Night phase sequences

Attack Amplifiers: - Ghost Ship - Militia - Multiplies pressure on opponents

  1. General Synergies

Deck Cycling: - Chapel - Cellar - Helps see Werewolf more frequently

Card Recovery: - Haven - Archive - Helps manage hand composition for optimal timing

Counter Strategies and Weaknesses

  1. Counters to Werewolf

Direct Counters: - Moat (blocks Night phase attack) - Lighthouse (continuous protection) - Way of the Mouse (can convert it to a different $5 card)

Indirect Counters: - Fast deck thinning - Rush strategies - Big money approaches that don't mind Hexes

  1. Inherent Weaknesses

Action Phase Weaknesses: - Terminal action - Competes with other terminals - Can lead to dead draws

Night Phase Weaknesses: - Random Hex effects - Requires waiting until Night - Can be blocked

Optimal Use Scenarios

  1. Early Game

Action Phase: - When you need to see more cards quickly - To find key kingdom cards - When you have few other terminals

Night Phase: - When opponents are building crucial engines - To disrupt early deck building - When you have multiple Werewolves

  1. Mid Game

Action Phase: - When you need specific cards - To enable combinations - When you have sufficient +Actions

Night Phase: - To maintain pressure on opponents - When you have established Night card chains - To disrupt opponent's strategies

  1. Late Game

Action Phase: - To find Victory cards - When racing for specific cards - To enable final turn combinations

Night Phase: - To slow opponent's Victory card acquisition - When ending the game is imminent - To force crucial discards

Building Around Werewolf

  1. Engine Focused

Components: - Villages for +Actions - Additional draw cards - Trash for benefit cards - Night enablers

Strategy: - Use Action phase early for setup - Transition to Night phase attacks - Maintain consistent pressure - Build toward multiple Werewolf plays

  1. Big Money Variant

Components: - Silver/Gold focus - Limited Action cards - Night phase emphasis - Attack supplements

Strategy: - Minimal Action phase use - Regular Night phase attacks - Quick deck cycling - Pressure through Hexes

  1. Hybrid Approach

Components: - Balanced Action/Night cards - Flexible enablers - Mixed economy - Situational responses

Strategy: - Adapt phase use to game state - Maintain flexibility - Leverage both abilities - React to opponent's strategy

Kingdom Considerations

  1. Favorable Kingdoms

Features: - Multiple +Action cards - Card draw support - Night card synergies - Attack amplifiers - Deck cycling options

Examples: - Villages + Laboratory variants - Night card combinations - Trash for benefit options - Multiple attack cards

  1. Unfavorable Kingdoms

Features: - Heavy terminal Action competition - Strong attack protection - Fast alternative strategies - Limited deck cycling - Poor Night phase support

Examples: - Reaction-heavy kingdoms - Rush kingdom sets - Terminal Action focus - Limited trashing

Purchasing Guidelines

  1. Opening Considerations

Buy Werewolf Early If: - Kingdom lacks strong $5 alternatives - Night phase attacks are valuable - Draw is limited - Terminal space is available

Skip Werewolf If: - Better $5 options exist - Strong attack protection present - Terminal collision likely - Fast alternative strategies available

  1. Later Purchase Timing

Consider Adding When: - Engine is established - +Actions are available - Night phase becoming relevant - Additional pressure needed

Avoid Adding When: - Deck already terminal-heavy - Game ending soon - Better options available - Attack protection prevalent

Multiple Werewolf Considerations

  1. Benefits

Action Phase: - More consistent drawing - Higher probability of combinations - Better deck cycling

Night Phase: - Increased attack pressure - More frequent Hexes - Reliable disruption

  1. Drawbacks

Action Phase: - Terminal collision - Action competition - Dead draws

Night Phase: - Diminishing returns - Reaction saturation - Resource investment

Conclusion

Werewolf is a versatile card that requires careful consideration of timing and strategy. Its dual-phase nature offers flexibility but demands thoughtful deck building and tactical decisions. Success with Werewolf often comes from:

  • Understanding when to use each phase
  • Building appropriate support around it
  • Recognizing favorable kingdoms
  • Adapting to opponent's strategies
  • Managing terminal density
  • Leveraging synergies effectively

While not always a kingdom-defining card, Werewolf can be a powerful tool in the right circumstances, offering both utility and attack potential. The key to maximizing its effectiveness lies in proper timing, phase selection, and support card choices.

Remember that Werewolf's strength varies significantly based on kingdom composition and opponent strategies. Being adaptable in its use and understanding both its strengths and limitations will lead to more successful implementation in your games.