Cards Against Humanity is a party game for horrible people.
Unlike most of the party games you've played before, Cards Against Humanity is as despicable and awkward as you and your friends.

For the LAN edition of CaH we have the following packs, rules and additions

Cards against Humanity UK edition
Cards again Humanity expansions 1 - 6
Cards again Humanity green box
2012 holiday pack
2013 holiday pack
2014 holiday pack
Box expansion
Jew expansion
sci-fi pack
weed pack
college pack
fantasy pack
period pack
world wide web pack
90's nostalgia pack
food pack
geek pack
Guards against Insanity editions 1 - 4
Cats abiding Horribly 1 & 2
Crabs adjust Humidity 1 - 5
Cards against Disney (possibly if I can find a printing place)
Custom cards

1. Each player receives 10 white cards to start with
2. 1 player is chosen at random to start reading a black card
3. Once the black card is read out everyone other than the person reading the black card submits 1 white card to complete the black card that has just been read out
4. The black card and all submitted white cards will then be read out and the funniest to the black card reader will gain 1 awesome point (you gain the black card to help you keep track)
5. The black card reader is then the person to the right of the last person to read one out and a new round is begun.

The first person to reach x black cards (or awesome points wins)

We have some additions for 2018 which have been hand crafted just for LAN, these are in the form of game mechanic cards and missions which will be explained below

Mission cards are white cards you may have in your hand, they can be performed at any time and are worth a number of awesome points as written in the cards bottom right corner, for example a mission might be to pretend to receive a phone call, if you do this without anyone calling you out that its a mission you get the awesome points the card mentions, however if someone spots you are doing a mission and successfully calls you on it they gain 1 awesome point. Don't be too hasty in calling people on missions though as if you get it wrong you lose an awesome point!

Game Mechanic Cards
Game mechanic cards are cards designed to help move along stagnated game play when you have a hand full of cards that are no good, an example of one of these would be "All players discard 5 cards and draw 5 new cards" or "Pick a player to miss a turn" or even "You may play 2 white cards this round"

Original Game - Werewolves of Miller Hollow


What is werewolves?

This is a social game involving cards that is very easy to learn and fun to play. Usually played in the evening in the social area from around 11pm each evening, later if it is a pub quiz night. If possible we will post an announcement via the steam group also.

Who organizes it?

TBA, if you want to mod one come see Ragonz or Henners

A simple explanation

All players sit in a circle and each player is given a single card at random. They will look at this card, remember it and then place it face down in front of them.
The card you have will determine your team. Your team will either werewolves or villagers. It is the villagers job to find and kill all the werewolves, it is the werewolves job to eat all the villagers. Either way you win or lose as a team, the tricky part is you don't know who is on your team and who is not.
The game progresses with phases, with each phase lasting a few minutes. The phases are called day and night.

Day Phase

During the day phase all players will discuss who they think are werewolves and vote on a single person to be lynched. During this phase everybody (werewolf or not) will generally pretend to be villagers to the best of their ability.

Night Phase

During this phase all players will remain silent and close their eyes. The werewolves will be asked by the moderator to "wake up" (i.e Open their eyes in silence) and then point to the person they wish to eat (their vote must be unanimous). They then close their eyes again as if nothing happened. The game opens with a night phase.
That is generally how the game progresses, each player upon being lynched or eaten will reveal their card to the group (in silence) and then will no longer participate in the game. The game ends when all werewolves or villagers are dead.

The complicated stuff

I'm hoping if you have followed the explanation so far you'll be thinking to yourself, that sounds boring and incredibly easy for werewolves. Well you'd be right, so get ready because it's about to get complicated... kind of!
All werewolves are the same and follow the instructions listed above, however all villagers are not. Some villagers will be given special power role cards and are able to do cool stuff.
The role each card represents is listed below along with an explanation as to how that role is played. It would be good to remember these cards, however during the first night phase the moderator will give new players the chance to raise their hand to find out what their card means.
There will be many villagers, a few werewolves and only 1 of each power role. Some power roles may be omitted in games, you may or may not be told at the start which power roles are in play.
Remember, as a power role you are a high priority target. Should the werewolves discover your identity they will likely kill you during the night!

Card / Role List

Regular Roles (Multiples of each)

Villager / Towns folk

This is your run of the mill villager, the role everyone will pretend to be. They do nothing but keep their eyes closed during the night phases.



The enemy of the town, played exactly as explained in the simple explanation above.
Power Roles


A regular villager until you die by any means, at this point you will be allowed to kill another player of your choice and take them down with you.


Seer / Clairvoyant

Every night phase you will be asked to wake up by the moderator (after the werewolves) and you will be allowed to point to one person and see their card. Nobody will know who you are or who's card was seen during the night, use this information as you wish during the day phase.



A regular villager however, you have 2 lives against werewolves. The first time you are targeted by the werewolves during the night phase you will not die. However, should the village choose to lynch you then all other players power roles will be lost becoming regular villagers.



Each night you will be asked to wake up (before the werewolves) you may then point to one player of your choice to defend for the night, this player becomes immune to werewolf attack for that night only. You may not target the same person two nights in a row, you may target yourself.



You have 2 potions, 1 of them kills somebody and 1 of them saves somebody. Each night you will be asked to wake up (after the werewolves) and told who is about to die. You will then be asked if you wish to save this person with your save potion (nodding or shaking your head), you will then be asked if you wish to kill anybody (pointing at them or shaking your head). You may use each potion only once in the game.



At the very first night phase Cupid will wake up, before everybody else and pick 2 people who will become "lovers". Cupid then returns to sleep and is a regular villager for the rest of the game. The two lovers will then be asked to wake up, look at each other and show each other their cards. Regardless of their old roles their new objective is to be the only 2 remaining players alive by whatever means necessary.



The piper is a unique card in that he is in a team of his own, his objectives are purely selfish and he may only win if he is the only alive player not mesmerized. Each night the piper will be asked to wake up (after the werewolves) and pick 2 people to "mesmerize". The mesmerized effect lasts the remainder of the game. After the piper returns to sleep all mesmerized players will wake up and see each other, then return to sleep in silence. The piper may not mesmerize himself.



The Thief card is a very special card. The card itself has no role, apart from the ability to switch between two cards at the start of the game. It is mainly used for randomising the deck more. The way it works is you shuffle two extra cards into the deck. Once you have dished out the cards you place the two extra ones in the middle. You then wake the thief up before anyone else (even cupid), and ask them to choose between the two cards. The only rule of this card is that if the two cards in the middle are werewolves, the thief must swap theirs.

Little Girl

Little Girl - this card is VERY rarely played

The little girl card is a strange card. It gives one player the ability to peak during the werewolf stage on the night phase. It's a very difficult card to play because it requires very close observing and numerous changes to how people are during the night phase. The main rule if you play this card is that nobody can have their hands (or anything else) covering their faces, this is because if the little girl is spotted peaking at all by a werewolf, she dies instantly from shock. The card can be a game breaker if the little girl spots all the werewolves in the first round.



This card is a very simple card. If the village vote at the end of the day phase ends in a tie, the scapegoat is killed instead. However, it has a very interesting role to play after this happens. If the scapegoat is killed in this manner, they may designate the players allowed to vote in the next day phase. If only one person is picked to vote next turn, and dies during the night phase, the village gets no vote the next day.

Village Idiot

Village Idiot

The Village Idiot is another very simple card. If the village idiots gets lynched by the town, they don't die, but lose their ability to vote during the day phase. They can still talk and participate, but can no longer nominate or vote. If the Village Idiot dies to werewolves or a hunter, they are eliminated from the game.

Is that everything?

Pretty much, the game involves a lot of logic and psychology. You must determine not only if people are telling the truth during the day but if what they claim to be true is possible.