Chapter 17. Managing Werewolves

If I move a muscle, I’m dead. Jane, who I’m pretty sure is a Werewolf, is jumping from one player to the next, testing will and looking for weakness. She’s looking for a sign of guilt or discomfort, and it’s not just her. The room is full of people looking for someone to lynch.

The game is Werewolf, and I’m both exhilarated and terrified, which is odd because I’m paid to play this horrific game every day.

A Dangerous Scenario

Werewolf is a party game described by its creator as “a game of accusations, lying, bluffing, second-guessing, assassination, and mob hysteria.” Understanding the basics of how it’s played is important to understanding why this game will help your critical thinking skills at work.

A moderator begins by handing players cards that indicate their role: Villager, a Seer, or Werewolf. With all the cards distributed, each player announces his role in the village, and everyone says the same thing: “Hi, I’m MyName, and I’m a Villager.”

Now, some people are lying. There’s a bunch of Werewolves, and they’re not going to admit that, because the Villagers want to kill the Werewolves before they kill us.

The moderator then announces that it’s nighttime, and all the players close their eyes. The two things that Werewolves are afraid of are, obviously, cows and zombies, so all the players make one of the following sounds: “BraAaaaaaaaAaaaains” or “MooOooooooOooooo.”

These sounds are an auditory cover for what really goes on at night when the moderator asks the Werewolves to awaken and pick a Villager to kill. Once the Werewolves have silently selected their victim, they go back to sleep. The moderator then awakes the Seer who points at one player. Via a thumbs up or thumbs down, the moderator confirms for the Seer whether that player is a Werewolf or not. With everyone back to sleep, the moderator then awakens the village and announces who has died.

Then the game begins. The village must collectively choose someone to lynch, whomever they decide is a Werewolf based on whatever meager information they’ve gathered from either the Villager introductions or the previous night’s killing. It’s not much information, but they must kill someone because, each night, each turn, that’s exactly what the Werewolves do, too. And when there are more Werewolves than Villagers, the Werewolves win.

We can’t let the Werewolves win.

I’ve explained the mechanical basics of the game, but I have not explained its beauty. I love Werewolf because it’s a game where you can safely learn how to deal with the worst people you’re going to meet in the most dangerous scenarios possible.

People Lie, Some Are Evil, Others Just Want to Screw You

I have a long-standing policy of optimism. It’s my leadoff mindset. I assume that we’re a team working collectively to do the right thing. As a strategy, optimism has served me well, but here’s the bad news:

  • People can vary from being poor communicators to being outright liars.

  • Politics and process often screw up people’s value systems beyond recognition.

  • Evil things happen. Sometimes randomly.

In your career as either an individual contributor or a manager, you are going to be faced with these unexpectedly shitty situations involving other people with devious agendas. While the HR department is furiously working on cleverly named workshops about conflict management and situational leadership, there’s really no replacement for having someone lie straight to your face and having to figure out what to do next.

This takes us back to a critical part of Werewolf: the accusation phase. In the morning, the Villagers wake up and must select someone to lynch. What’s the process for this? Who leads this process? How is this potential Werewolf selected? While the moderator keeps track of time, it’s the Villagers who organically guide this process.

Invariably someone in the village jumps into the leadership position. They start questioning people and guiding the accusation process. Why are they leading? What’s the motivation? Every word and every movement in this situation has differently perceived meaning. This is, effectively, your boss’s staff meeting, except in this meeting, people die.

When the group has selected a potential victim, the moderator asks the initial accuser why they think this Villager is a Werewolf. The reasoning can vary from “He’s twitchy” to “Well, we have to kill someone.” The victim is given a chance to defend himself against this accusation, which, in the case that he actually is a Werewolf, means he sits there and comfortably lies to the entire room.

This is why I love Werewolf. Where else can you hone some of the sketchiest but most important skills you need in groups of people?

Rapidly size up a person based on how they deliver a single sentence

“I...am a Villager.” Where was he looking when he was speaking? Did he make eye contact? Was he fidgeting? Is he usually fidgeting? Why’d he stutter? That strikes me as...wolfy....

Observe the rapid evolution of roles in high-pressure scenarios

Who comes forward to lead? Are they challenged? Do they last? Why is she leading now? She was quiet last time. Who does she question? What kinds of questions is she asking? What kind of nonverbal language is she using? And why does she appear to be aligning with him?

Figure out how to fluidly integrate yourself into a group of strangers

How do they develop alliances based on little information? Who already knows each other? How are they communicating? Who is really playing, and who is just trying to figure it out? Who am I instantly connecting with? Why I am being let into this particular clique? I don’t trust her, but for some reason she’s got my back.

Learn how to lie without the guilt or getting caught

What’s the difference between sinning by omission, twisting the facts, and outright, blatant lying? When is lying just temporarily convenient versus long-term trouble? How much lie can you tell and still keep your story straight? What are the keys to a convincing lie? What does this particular group of people want to hear? “You can’t kill me. I’m the Seer and I know where the werewolves are...really.”

Aggressively turn the spotlight off you and onto someone else using nothing but chutzpah

Who is the weakest in the room, and how did they make themselves weak? What’s the balance between sounding credible and desperate? When is answering a question with a question the right move? Can they sense you’re aggressively trying to hide? How do you defuse the leader’s authority and credibility? “No, I’m not a werewolf, but I’M CERTAIN SHE IS!”

Perfect the poker face

Can you hide your emotions and reactions? What is the right type and amount of eye contact, body language, and tone of voice? When is calm believable? When is it not? Who can you look in the eye while maintaining your cool? Who is a liability? When is it time to completely shift your personality to make a point? “I...am a Villager.”

This Isn’t Role Playing; This Is Life or Death

Werewolf is a game, and games are fictionalized simplifications of life designed with a mythology and a rule set that allow you to explore in ways you normally cannot.

In real life, there’s a subtle, detectable flow to how a group of people interact. There are standard roles that people will adopt. There are discernible rules to how people will act. Unfortunately, it’s an impossibly long set of rules because the rules vary as much as each person is different.

In Werewolf, there’s a very small set of rules:

  • Villagers kill Werewolves as best they can.

  • Werewolves kill Villagers as best they can.

  • Sleep when you’re told to.

  • Survive.

Interwoven within these rules is the actual game, and therein lies the brilliance of a solid game of Werewolf. It’s a crucible of people dynamics, improvisation, and intellectual combat. In just a few short hours of game play, you realistically experience some of the worst possible meeting scenarios you can imagine paired with the agility and amazing motivation to handle these situations because, well, you don’t want to die.

Now, I’m optimistic and, sometimes, realistic. I don’t actually believe someone will deliberately lie under normal circumstances or that they are purely evil. I think there are those who have an agenda that doesn’t align with mine, which gives them incentive to work against my interests. But they’re not just out to screw me; they’re out to succeed...just like me.

In reality, I know most meetings aren’t these high-pressure, survival-of-the-fittest lynchfests. Many meetings are well-structured affairs with hardly a drop of blood spilled. I also know that each time you speak in a meeting is a moment in the spotlight to explain that, yes, you understand what’s going on, you are clear about the fuzzy rules of this particular game, and you’re in it to win.

We Can’t Let the Werewolves Win

I suspect Jane is a Werewolf because she’s running the show this round. She’s keeping the spotlight on herself, and that means she’s excited, she’s got a lot of energy, and, I suspect, a thirst for blood. I’m waiting for her to make her way to me, to accuse me, and I know she will.

I’m being quiet. Intentionally. I’m setting a trap because I’ve played with her before, and I know that she believes what I believe:

“We kill the quiet ones because they aren’t helping.”

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