Flute Apprentice (Flute Team)
Flute Player (Flute Team)
Cerberus (Hell Team)
Shepherd (Flock Team)
Herding Dog (Flock Team)
Flute Charmer (Flute Team)
Horseman of Pestilence (Horsemen Team)
Horseman of War (Horsemen Team)
Horseman of Famine (Horsemen Team)
Horseman (Horsemen Team)
Demon (Hell Team)
Devil (Hell Team)
Pyromancer (Pyro Team)
Wisp (Pyro Team)
White Werewolf (White Wolves)
Plague Bearer (Plague Team)
Firebug (Pyro Team)
Reaper (Nightmare Team)
Wraith (Nightmare Team)
Bitter Hag (Hag Team; T)
Apocalyptic Horseman (Horsemen Team; T)
Horseman of Death (Horsemen Team)large-cistern-of-wine!
Reporter
BOT
— Today at 10:20
@Cheerful Mart was a Fortune Teller
Reporter
BOT
— Today at 22:00
@Dr God Neigh was a Sneaking Wolf
@Father Damon Hoes was a Wolf Cub 


/guess. You get five guesses, try to find the WWRdle. View your current guesses with /view and share your final result with /result.
A list of all roles and their version/category/status can be found in /list.
Columns
Column #1: Team
Possible Options: Townsfolk, Werewolves, Solo, Unaligned, Elected
Possible Results:
Column #3: Category
Possible Options: Align > Killing/Recruitment> Group/Extra > Investigative > Power > Miscellaneous (from most to least powerful)
Possible Results:




























Enchanted: A1, D2, E2, A3, C3, D3, A4, C5
Archivist Fox: Reveal a piece's type.
Child: Additional move, when taken.
Citizen: No ability.
Clairvoyant Fox: Reveal a piece.
Flute Player: Solo | Cannot take pieces. Gets two turns per round. May move or enchant a piece, making them unable to use an ability. Wins when everyone is enchanted.
Fox: No ability.
Hooker: May hide in an adjacent ally's field. (edited)
WWRess
WWRess is a variant of chess, played on a 5x5 grid. In each game, each of the two sides (white/town & black/wolves) gets 5 pieces. Each piece comes with a movement type (Pawn, King, Knight, Rook or Queen) and an ability. Each team has 17 unique pieces (6 pawns, 4 kings, 3 knights, 3 rooks, 1 queen). The pieces of the teams differ, so the two sides usually have completely different abilities. Look up what pieces there are using /pieces <team name>.
Each turn consists of two actions: first, using an active ability (if a piece with an active ability is available) and second, moving a piece. The game is won if the enemy cannot make a move (Kings are not part of the win condition in any way).
The only available special move is Pawn Promotion.
Initially, all enemy pieces are hidden. The movement type of enemy pieces will automatically be marked where possible (only a knight can jump so that move makes the piece clearly identifiable as a knight (though not which knight), moving a single step forward does not) and additionally investigative pieces may be used to reveal them. Sometimes this is not fully accurate, as some pieces can change role (e.g. Dog) and some can be disguised (e.g. Sneaking Wolf).
Start a game against the AI with /play, challenge another player with /challenge <name>. Accept or deny a challenge with /accept and /deny. Use /resign to give up.
Solo (Gold) Piece List: 
Zombie: Solo | Cannot take pieces, instead turns them into Zombies. When a Zombie is taken, all Zombies it created disappear. Gets two turns per round.
Corpse: Solo | No ability.
Undead: Solo | No ability.
Angel: UA | Cannot take pieces. Takes killer, when taken.
Apprentice: UA | Transforms into first taken piece.
Bat: Solo | May hide in an adjacent ally's field. Becomes Undead when taken.
Flute Player: Solo | Cannot take pieces. Gets two turns per round. May move or enchant a piece, making them unable to use an ability. Wins when everyone is enchanted.
Vampire: Solo | Cannot take pieces, unless everyone is demonized. May move or demonize a piece. When a demonized piece is taken, they instead become an Undead. Becomes Undead when taken.





























Child: Additional move, when taken.
Crowd Seeker: Reveal a piece's type. (edited)large-transtern-of-wine!