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[Dominion] Werewolf Card Guide - Mode-Switch Attack

Rating of the Nocturne card Werewolf. Cost 5. Action phase: +3 Cards. Night phase: each other player receives a Hex.

Werewolf

Basic Info

  • Type: Action - Night - Attack - Doom
  • Cost: 5
  • Effect: If played in Action phase: +3 Cards. If played in Night phase: each other player receives a Hex.

Rating

A-tier. A single card that doubles as terminal draw and a curse-style attack, with player choice each turn.

Action-phase fire = Smithy-equivalent draw at same cost. Night-phase fire = Hex on every opponent.

Engines can fire both modes per turn (with Village support).

How to Play

Strong $5 pickup. Compare against Smithy/Witch when board allows.

Mid-game, run an engine where Werewolf = draw in Action, Hex in Night.

Late, Hex spam wrecks opponents.

Key Combos

Werewolf + Village: +3 draw in Action, Hex at Night.

Werewolf + Throne Room: Doubled +6 draw or 2 Hexes.

Werewolf + Exorcist: Curse from Hex → Spirit.

Synergies

  • Village: Action-phase draw chain.
  • Throne Room: Doubling.
  • Chapel: Hex/Curse cleanup.
  • Exorcist: Curse-to-Spirit.
  • Council Room: Draw boost.

Counters & Bad Matchups

  • Attack-resistant boards: Sentry, Moat.
  • Short games: Hex stack-up fails.
  • You being attacked: requires defense.

Advanced Tips

Decide each turn: Action-phase draw or Night-phase Hex.

Two Werewolves create "+3 draw and Hex every turn" — premier engine attack.

Night-phase Hex resolves at opponent's next turn start. Stacking multiple Werewolves stacks Hexes.