“It seems like a card that offers a last-ditch chance,” Noa remarked.
“In most cases, if only one wolf and one good player remain, the wolf would win automatically. But with this card, there’s a glimmer of hope for a comeback.”
In the family games of Werewolf that Noa had played, the good side could only eliminate wolves through voting or by utilizing special roles’ abilities. So, most of the time, if one wolf and one good player were left, the wolf could easily win.
However, this interactive game differed from traditional Werewolf.
With so many clue cards and item cards available, the game encouraged strategic maneuvering, making it more immersive and suspenseful for the players.
“Then, Noa, you should keep this card,” Helena suggested. “As the **[Princess]**, your role is crucial. Our tasks revolve around protecting you, so you must survive until the end. And if a wolf remains in the end, you can use this card to try to turn the tables.”
“Exactly, big sister, you should hold onto it,” Moon agreed.
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