The storyteller’s grimoire
Master the complexity, lead the village. Manage the game without mistakes
Why you need it
Nobody can hold all of it in their head
Who has already woken, who has spent their power, who is protected until dawn.
Who bit, who lied, who saw the truth and cannot tell it.
You do the storytelling. The book keeps the notes.

How it works
Three steps, start to finish
How it works
Build the company
Pick the roles one by one, with the artwork and the powers in front of you. As you add them, a bar shows which way the game is leaning — too many wolves, too much village, or balanced.

How it works
Let night fall
The app wakes each role in the right order and writes out the line for you to read aloud. You read it, you tap a name, and the choice is recorded. Between turns the screen covers itself, so nobody sees anyone else’s turn.

How it works
The village gathers
In the morning you get a summary of what happened in the night. Then the discussion is timed, votes are counted on screen, and confirming the sentence means dragging a seal. That is there to stop it going off by accident.

Balance
You know straight away if the game holds up
Every role carries a weight, tuned by hand. As you build the company the bar adds them up and tells you whether you are balanced or one side is already too strong. You see it before you start, not halfway through the first night.

Or let fate choose
OptionalSay how many of you there are and the company builds itself, already balanced. Handy for a first game, or for trying a line-up you would not have put together yourself.

While the village sleeps
The night, line by line
This is where the storyteller cannot afford a mistake, and where the app does the most work.


The line, ready
For every role, the exact words to read aloud. You do not have to remember them or make them up on the spot.
The waking order
Who wakes first, who comes after, who does not wake at all tonight. The app keeps it, you follow.
The veil between turns
Between one role and the next the screen covers itself. You can pass the phone along without anyone seeing another player’s turn.
In the morning, a name for what happened
Waking the village is not a list of numbers. The app gives the night a title, and the story picks up from there.
- Public Mourning
- Silent Night
- Miracle
- The Pack Grows
- Enforced Silence
When the sun rises
The council, and the sentence
The village argues, votes and decides. The app keeps the time and the count.


The discussion timer
How long the argument lasts is yours to decide, before it begins.
The vote count
Who votes for whom, with the total growing in front of everyone. Anyone censored does not vote, and it shows at the table.
The sentence
Confirmed by dragging a seal, not by a distracted tap. And if you noted something wrong, you can step back.
Final Verdict
This decision is irreversible.
The deck
Twenty-six roles
Each with its artwork, its powers, its weaknesses and the way it wins. The Compendium explains them all and stays open even in the dead of night, without leaving the game.



The Wolves
8 cards
Werewolf
When the village sinks into sleep, the pack gathers in the dark: one choice, one bite, another night of terror.

Alpha Wolf
The pack leader does not growl: he commands. His judgement weighs more than the others', and at night he leads the hunt.

Beta Wolf
You are not the leader… yet. From the shadows you study the Alpha, waiting for his fall and dreaming of command.

Shaman Wolf
With ancient rites and eyes that never blink, the Shaman Wolf bends the truth into an illusion.

Deceitful Wolf
A single night of confusion can destroy every certainty: you live for that moment.

Possessed
You look like one of them, but your soul roots for the pack: a traitor playing in the shadows without knowing his companions.

Illusionist
You are the whisper that snuffs out voices: before the pack strikes, you bring the silence down.

Executioner
You have one strike and one gamble: your blade waits for certainty… or for your mistake.

The Village
13 cards
Villager
You have no powers, but you have a voice: between suspicion and fear, the village's fate runs through your judgement.

Seer
The gift came by accident, on a night of crooked moon, and it opened the veil by a hand's width and no more: through that gap there is one thing to see, the beast under the skin. For the Seer that is more than enough — but past the wolf, where allegiances grow crooked, that sight does not reach.

Golden Seer
The same gift, except the gold did not stop at the eye: it took the hand, the voice, the sleep. The Golden Seer no longer asks “is this a wolf?” — the question is whom you belong to, and the night answers with a crest: the pack, the village, or that no man’s land where each one plays only for themselves.

Young Seer
One eye stays on you, the other — the paler one — drifts into nothing for a heartbeat: the Young Seer uncovers no faces, she counts shadows, and every count leaves a fresh mark on her hands.

Detective
With a cool head and a sharp eye, the Detective connects clues others miss: two names, one verdict.

Medium
The voices of the dead do not fall silent: at night they tell you the truth about whoever was executed.

Undertaker
Between turned earth and eternal silence, only you can read the last truth. The dead do not lie, and you know how to listen.

Bodyguard
Armed with courage and mistrust, the Bodyguard keeps watch in the dark: tonight someone survives because of you.

Angel
When all seems lost, a light in the dark can bring back someone already said goodbye to.

Vigilante
When fear turns to anger, someone takes justice into their own hands: one choice, one shot, then silence.

Censor
You decide whose voice the village will not hear: one word less can weigh more than a thousand accusations.

Mason
Through secret signs and handshakes, the Masons recognise each other: together you can steer the village away from chaos.

Cursed
You think you are one of the many, but something inside you is broken: if the pack claims you, you will not be the same.

The Loners
5 cards
Fool
You feed on the panic of the crowd: the guiltier they think you are, the closer you get to your real triumph.

Were-Hamster
Small, unsettling and alone: the Werehamster belongs to no one… and that is exactly what makes it dangerous.

Pyromaniac
Between the smell of petrol and sparks in his eyes, the Pyromaniac waits for the perfect moment to turn the village to ash.

Hunter
You have a name in your head and a score to settle: tonight fate hands you a target.

Gambler
For you the night is a gaming table: you watch, you bet, and you hope fate smiles on you.
The marks
Ten marks beside the names
Protected, silenced, doused, enchanted. The app notes them, shows them and knows when they expire, even three nights later, when nobody at the table remembers them anymore.
EliminatedOut of the game
DeadStruck tonight, revealed at dawn
ProtectedThe Bodyguard's shield
SilencedWake them anyway, but they cannot act
CensoredThe next day they have no voice
EnchantedTonight they look like a wolf
DeceivedThe answer comes back flipped
DousedSoaked in petrol
MarkedThe Hunter's target
Bet onThere is a coin riding on them

One phone each
Online rooms
So you do not have to pass a phone around the table when you hand out the roles.

Open the room
The app generates a five-letter code. You read it out loud.

They join from their own phone
Each player opens the app, types the code and writes their name. No sign-up, nothing they are forced to install.

You hand out the roles
Each player sees only their own, and nobody can receive somebody else’s. That is how the connection is built, not a promise we are asking you to take on trust.
What the room does not do
Night and day stay on your phone, and you tell them aloud as always. The room is only there to hand out the roles.
In detail
What it brings along
Where it follows you
Six platforms
Android, iOS, macOS, Windows, Linux and the browser.
Five languages
Italian, English, German, Spanish, French.
It installs
From the browser it becomes a real app, with its own icon.
No connection
A local game never uses the network. Not once.
No account
No sign-up and no email to leave behind.
It never loses the thread
Survives a crash
Close the app by mistake and you find the game where you left it.
Steps back
Up to thirty steps, if you noted the wrong thing.
The chronicle
Every night and every day, written out as a story.
Spots the win
It notices before you do, and tells you.
At the table
The compendium
Powers, weaknesses and victories for every card.
Lethal wolves
The optional rule where wolves with powers may bite as well.
The screen stays awake
Until the night is over.
Answers to touch
A short buzz for choosing, a long one for the irreparable.
Before you begin
A few plain words
Is it for the storyteller or for the players?
For the storyteller. They are the one holding the phone: the app tells them who to wake, what to read and what happened. Everyone else touches it twice in total — to write their name at the start and, in online rooms, to find out their role.
How many can play?
From four to twenty-four players, plus the storyteller, who takes no role. Below six the automatic setup stays simple; above that it starts adding the roles that investigate.
Does it work offline?
Yes, entirely. A local game never uses the network. You only need it to open an online room.
Do I need an account?
No. No sign-up and no email. Player names stay on the phone and go nowhere.
What does it cost?
Nothing. There are no purchases inside the app and no advertising.
Can we play remotely?
Only partly, and it is fair to say so. An online room hands each player their role on their own phone; night and day then stay on the storyteller’s phone, told aloud.
Let the tale begin
The village is waiting. It is yours to open.

