gameplay: VIP PHASE

The VIP phase begins when the the “Enter the VIP” card is drawn. The VIP enters the cabin by moving to the hexagon directly in front of the cabin door:

COUNTDOWN TIMER

Once the VIP enters the cabin, the countdown has begun. From this point on, there are only 20 turns left in the game. Ensure that the COUNTDOWN TIMER is set to 20:

From this point on, the counter decreases by 1 at the end of each player's turn.

Once the counter hits 0, the game is over. If the VIP has been killed or has not made it to the ESCAPE HATCH, the WEREWOLF players win.

If the VIP makes it to the ESCAPE HATCH or all Werewolves are killed before the counter hits 0, the MILITARY players win.

ESCAPE HATCH

In order for MILTARY to win, the VIP needs to make it to an ESCAPE HATCH before the countdown goes to 0.

To get to the ESCAPE HATCH , the VIP must follow a unit into the hatch. The unit MUST pass through one of the hexagonal-marked spaces in order to get to the hatch.

The below scenario is a WIN condition for the Military. The blue military unit has successfully made it to the escape hatch through a hexagonally-marked space.

NOTE: Werewolves and werelings cannot fit into the escape hatch itself, but may occupy a hexagonally-marked space: