← Back to Guides

History of Werewolf

From psychology experiment to global phenomenon

The Birth of Mafia (1986)

The game we know as Werewolf began life as "Mafia" — created in 1986 by Dimitry Davidoff, a psychology student at Moscow State University. Davidoff designed the game as an experiment in group dynamics: how does a community behave when some members are secretly working against it?

The original game was simple. Players were divided into "Mafia" (informed minority) and "Citizens" (uninformed majority). The mafia eliminated citizens at night, and during the day everyone voted to execute suspected mafia members. Despite its simplicity, the game revealed profound truths about human behaviour: trust, deception, mob mentality, and the power of persuasion.

The Werewolf Re-Theme (1997)

In 1997, Andrew Plotkin reimagined the game with a werewolf theme. Instead of mafia and citizens, the game featured werewolves hiding among villagers. The thematic change was inspired — the horror of a wolf hiding in human clothing resonated with the gameplay mechanics perfectly.

Plotkin also introduced the named roles that many players know today: the Seer (who could investigate players), the Doctor (who could protect someone), and the Hunter (who could take someone with them when killed). These additions added layers of strategy and made the game more dynamic.

Going Mainstream (2001-2010)

The game exploded in popularity in the early 2000s, particularly in gaming communities and at conventions. Looney Labs released a commercial version called "Are You a Werewolf?" in 2001, and Bézier Games published the hugely popular "One Night Ultimate Werewolf" in 2014, which streamlined the game into a single round.

The game became a staple at board game cafés, tech conferences (famously played at every game developer conference), and university campuses worldwide. Its simple rules but deep social gameplay made it accessible to anyone, while rewarding skill and emotional intelligence.

The Digital Age (2015-Present)

The rise of social deduction video games — Town of Salem (2014), Among Us (2018), and Goose Goose Duck (2021) — proved that the core Werewolf mechanic worked brilliantly online. Among Us became one of the most-played games in history during 2020, bringing social deduction to hundreds of millions of players.

But these games added complex mechanics on top of the core idea. Many players wanted the pure social deduction experience — no mini-games, no movement, just discussion, deception, and deduction.

That's what Cry Wolf brings to the table: the classic Werewolf experience, designed for the browser, playable on any device, with no downloads and no accounts. Just create a game, share the link, and play.

Why Social Deduction Endures

Werewolf has survived for nearly 40 years because it taps into something fundamental about human nature. We are social creatures who rely on trust, and the game challenges that trust in a safe, fun environment.

Every game creates stories. The time someone bluffed their way through three rounds as a wolf. The time the flock caught the wolf on the first vote. The time two friends accused each other and neither was the wolf. These moments create memories that last far longer than the game itself.

Other Names for the Game

Throughout its history, the game has been known by many names across different cultures:

Werewolf
Mafia
Town of Salem
Lupus in Tabula
Les Loups-garous de Thiercelieux
Werwölfe
Traitors
One Night Ultimate Werewolf