What better way to rid your village and the surrounding lands of the werewolf menace but to head up a powerful hunting party, designed to do just that? The Huntress is a one-shot wonder guaranteed to kill her target. The Mad Bomber takes out the two players closest to him if he's killed. The revealer has the ability to kill every single werewolf in just one night... unless he's wrong about who's a werewolf, in which case he dies. The Mystic Seer knows the exact role of her target. The Mentalist knows if any pair of players are on the same team or not. Not to be outdone by all the newfound power of these villagers, the Werewolves have a new wolf: the Alpha Wolf, who can turn a player into a wolf at night instead of eliminating him.
In order to use Hunting Party, you'll need the Ultimate Werewolf or Ultimate Werewolf: Deluxe Edition base game.
The six new roles in Hunting Party add even more variety to the roles already present in Ultimate Werewolf. Use one or all in any game, keeping in mind the +/- numbers in the lower right corner of each card to balance your game (the sum of all cards in the entire game should be as close to 0 as possible).
If the Werewolves are so unfortunate as to lose one of their own, the Alpha Wolf can choose a player to join their team instead of eliminating him. He gets to use this special power once per game, at his discretion.
The night after a Werewolf is eliminated during the day, the Werewolves pick a target for elimination. Then the Alpha Wolf wakes separately and may choose to make that player a Werewolf instead of eliminating him. The Moderator taps that player on the shoulder to let him know he is now a Werewolf (and no longer his old role), and when morning comes, the village learns that no one has been eliminated the night before.
Each night, the Huntress wakes up. The Moderator asks her which player she would like to eliminate, if any. The Huntress may use this power (by choosing a player) once per game. Depending on the roles in the game, the moderator may need to continue waking the Huntress each night, even after she's used her power (so as not to give away other role information in the game).
If the Mad Bomber is eliminated, the player closest to him on both the right and left of him is eliminated instantly. The right player is eliminated before the left player (this can matter in certain situations).
The Mentalist wakes up each night and points to two players. The Moderator tells the Mentalist if those players are on the same team or not. The Mentalist may not choose any player more than once per game, and he may not choose himself as one of the players.
Each night, the Mystic Seer wakes up and points to a player. The Moderator secretly tells the Mystic Seer the exact role of that player. The Moderator may find it helpful to have the rulebook(s) handy to point to a specific role, or to write the names of the roles on a sheet of paper and point to them. We suggest that you replace the regular Seer with the Mystic Seer when she is in the game.
Each night, the Revealer wakes and may choose a player. If that player is a Werewolf, the Werewolf is eliminated, and the Revealer may choose another player. If that player is not a Werewolf, the Revealer is eliminated.