Facilitator Manual
Welcome to Whispers! - A Serious Game on Trust and Group Dynamics
Whispers! is a Serious Game that invites players to read the room, build trust, and adapt their strategy in real time. As they navigate hidden roles, group pressure, and shifting alliances, they’ll develop essential leadership skills—communication, critical thinking, collaboration, and emotional intelligence.
Through playful interaction and guided reflection, this game uncovers the invisible dynamics that shape team behavior: silent coalitions, peer influence, and unspoken power.
This manual provides everything you need to facilitate the game: clear instructions, game flow, and reflection guidelines. We hope that Whispers brings both insight, energy and play to your sessions!
For more information, support, or to order the game: www.whispersthegame.com
Have fun!
Contents
Room Setup
Materials
Game Explanation (to the Group)
Game Flow
Facilitator Tips & Challenges
Extra
Debriefing the Game
Room Setup
Arrange chairs in a circle.
Each player keeps the same seat throughout the game.
The facilitator also sits in the circle with clear visibility of all players.
Optionally, set up a separate area labeled “Heaven” for eliminated players.
Ensure there is space around the circle for free movement.
Materials
Role cards: 3× Werewolf, 1× Seer, 1× Vigilante, 1× Cupid, remaining cards are Civilians.
Optional: notepad and pen for the facilitator to track roles and game flow.
Game Explanation (to the Group)
Introduce the premise:
“In this town, some of you are Werewolves—others, Civilians. The Werewolves hunt at night, while the Civilians must figure out who to trust to survive.”
Explain the special roles:
Seer: asks the facilitator to reveal one player’s identity at night.
Vigilante: may choose to eliminate one player each night.
Cupid: selects two Lovers at the start of the game.
Lovers: are loyal to each other. If one dies, the other dies as well. (Real love, you know)
Outline the daily cycle:
Night – Werewolves kill; Seer checks one identity; Vigilante may act (optional).
Daytime Conversations – Players mingle, talk, and gather information.
Evening Trials – Two players may accuse someone. The accused defends themselves. Two additional players may support or oppose. The group votes.
Close with: “Use your communication and social intuition to survive. Trust wisely—everything may not be as it seems.”
Game Flow
Opening
Invite everyone into the circle.
If necessary, do a quick name game or use name stickers
Introduce the role of the facilitator (yourself, e.g., town elder or mayor).
Allow 5 minutes for players to invent a profession suitable for (for example) a 17th-century English village—such as a chimney sweep, ale brewer, midwife, or herbalist—and discuss it in pairs.
Follow with a quick introduction round where everyone shares their name and made-up profession.
Narrative opening suggestion:
“Welcome to the community hall of Dullsville (or any name). Rumors of Werewolves? Nonsense, of course. Get some rest... you’ll be safe tonight. Surely.”
First Night
All players close their eyes.
Read a narrative (optional example):
It is 1752. A stormy November night cloaks the town in darkness. As midnight passes, three mysterious figures appear on the empty streets—whispers of old tales start to stir again...
Wake the roles in sequence:
Werewolves: Open eyes, identify each other, then close eyes.
Seer: Open eyes, facilitator acknowledges, then close.
Vigilante: Same process.
Cupid: Opens eyes and silently selects two Lovers. Close eyes.
Lovers: Facilitator taps both players. They open eyes, identify each other, and close eyes.
Wake everyone:
“Good morning, villagers! See? Nothing to worry about. Werewolves don’t exist… right?”
Daytime
Players leave their seats go their "daily work" and engage in open conversation.
Encourage movement and multiple short exchanges.
Day 1: ~5 minutes; later rounds: up to 10 minutes depending on group energy.
Evening Trials
Players return to original seats.
Ask: “Would anyone like to accuse another player?”
Choose the first two accusers (or others if more interesting for the game dynamics).
The accused defends. Two other players may speak (for or against).
Everyone votes by raising hands simultaneously.
If more than 50% vote guilty: player is executed, identity is revealed, and they move to “Heaven” (no further communication allowed).
Repeat if there’s a second accusation.
Night
All players close their eyes.
Roles act in sequence:
Seer asks for one player’s identity.
Vigilante decides whether to kill.
Werewolves open eyes and point to a victim in one smooth motion. If unclear or not unanimous, no one is killed. (This smooth motion is to ensure that Werewolves already agreed on their next victim before the night falls)
Wake the group and announce who was eliminated, and their identity.
Repeat the Cycle
Return to Daytime, and continue the sequence until:
All Werewolves are eliminated (Civilians win), or
The Werewolves outnumber the others (Werewolves win).
Facilitator Tips & Challenges
Sound travels: Players with eyes closed will still hear everything—be mindful of where you stand and face. For example, don’t always speak in the Seer’s direction, and walk the full circle when signaling Lovers.
Pronoun consistency: Let the group know you’ll refer to all roles using either masculine, feminine or non-binary pronouns for consistency.
Enforce synchronized kills: At night, Werewolves must point at their target in unison. This proves they coordinated during the day, adding strategic depth.
Be strict (and playful) in court: Run the evening trials with authority—and enjoy the moments when players test the rules.
Remember the Lovers: If one Lover dies, be sure to eliminate the second immediately.
Enjoy the game yourself! Your energy sets the tone—have fun!
Extra
Create a separate spot for a “Confession Room” with a video camera. Allow players to record short clips (30–60 seconds) with a confession, plan, suspicion, or message. At the end of the game, play the full video for the group—it adds humor, insight, and connection!
Debriefing the Game
There are many ways to debrief this game! Here are a few suggestions:
· Simply ask: “What did you notice about trust, influence, and decision-making?”
· Introduce an influencing skills model and let participants apply and reflect on it.
· Discuss status transactions (e.g., how successful players stay low and step up strategically when needed).
· Invite participants to reflect on the roles they played and how narrative and good storytelling influences persuasion.
· Explore critical thinking and highlight the role of confirmation bias.
Enjoy!