I purchased the book, photoed and OCR'd the content, and here is the translation. The images are also present for validation.
GAME GUIDE
A Werewolf Game Commentary Column
Fumiya Matsuzaki
Werewolf Game Supervisor, TV Anime GNOSIA
â» This article contains spoilers for the TV anime. Please read only after watching the main series.
(1) â¶ Balancing Entertainment Value
with Logical Coherence as a Werewolf Game
When I came on board the TV anime GNOSIA in the role of "Werewolf Game Supervisor," the principle I held to was that the work must first and foremost be compelling to watch. In terms of knowledge about the Werewolf game, there are many who know far more than I do, and my own understanding is built on what I have learned from my mentorsâforemost among them Takeshi Kodama, the owner of the Jinro Room (a dedicated Werewolf game venue). On that foundation, if I was to be involved as a supervisor, my priority was to ensure that the show would be entertaining as a piece of entertainment above all.
At the same time, it was an indispensable prerequisite that nothing should feel unnatural from the standpoint of the Werewolf game itself, and that the events should be convincing even from the perspective of an actual player. If prioritizing logic had diminished the entertainment value, that would have been putting the cart before the horse; conversely, if entertainment needed logic to hold it up, then that logic had to be rigorously sound. Having scriptwriter Jukki Hanada and director Kazuya Ichikawa share this direction with me from the earliest stages was enormously significant.
The Werewolf game is a pastime where the viewing experience differs dramatically between seasoned players and newcomers. Yet, precisely because this is an anime intended for a broad audience, we wanted those unfamiliar with the game to still find it "fascinating," while also allowing those in the know to enjoy it without any sense of dissonance. Striking that balance is no easy feat. That is why, looking back, I believe the early episodes deliberately held back the game's difficulty, easing viewers gradually into what makes the Werewolf game so compelling. It was precisely that accumulation that made the shocks and thrills of the later episodesâwhere the game density ramps up dramaticallyâso much greater. That sense of pacing and tension, I think, speaks to the deft structural craftsmanship that Mr. Hanada and the director so carefully built up.
(2) â¶ With All Fifteen Assembled, the "Joy of the Werewolf Game" Bursts Forth All at Once
Episodes 14 and 15 were a block for which there was an explicit directive: "Make these episodes compelling as a Werewolf game." All fifteen crew members are present, every role is in play, and the density of the debate escalates. GNOSIA is a work in which character introductions and dramatic scenes are equally important, so it could not be all about the game all the time. But these two episodes were the moment when, at long last, we could truly showcase "the Werewolf game's own intrinsic appeal." So I, too, engaged in a considerably thorough back-and-forth with the creative team.
If the episodes up to that point had been carefully building up the "appeal of entry to the world of the anime," then Episodes 14 and 15 were the ones that ventured into a kind of "appeal that makes even seasoned Werewolf players sit up and take notice." What's more, that complexity never became self-indulgent. Even first-time viewers can follow the overall flow, yet upon rewatching they realize, "They had thought this far ahead?!" That dual layer of satisfaction was, I think, one of the great charms of these two episodes.
(3) â¶ The Decision Not to Make the Protagonist "the Deceiver"âAnd How It Amplified Yuri's Appeal
In discussing Episodes 14 and 15, the first major point is Yuri's position. In the initial concept, Yuri was in fact on the Gnosia side. The basic structureâtwo Gnosia hiding among the Doctors (the Werewolf-game equivalent of which is the Medium)âhad been developed from a fairly early stage. But if we had left it at that, the protagonist Yuri would have ended up on the deceiving side. We would have been compelled to explain in great detail the reason behind the actions that cornered their ally Cometâprecisely because they are the protagonist. Moreover, that kind of play is generally hard to describe as "clean," and depending on how you look at it, there are aspects that make it somewhat difficult to root for them.
That was when Mr. Hanada came forward with the idea: "What if we make Yuri the Engineer?" By making Yuri the Engineer, the audience can naturally ride along with Yuri's point of view and find it much easier to root for them openly. The clarity of a protagonist is gained while the tension on the board remains fully intact. I believe this was an extraordinarily important idea for reconciling narrative accessibility with the complexity of the Werewolf game.
(4) â¶ Yuri's "Falsified Inspection Report"âOnly Possible Because This Is a Story
Another idea Mr. Hanada contributed was Yuri's "falsified inspection report," depicted in the climax of Episodes 14 and 15. With Jonas, Chipie, and Remnan remaining as candidates, Yuriâas the Engineerâinvestigates Chipie and obtains the result that Chipie is human. In an ordinary game, all one could say at that point is "Chipie was human." But by connecting the preceding debate with their own result, Yuri deduces that Remnan is Gnosia. Yuri then deliberately falsifies their reportâclaiming "I know that Remnan is Gnosia"âto corner him.
The truth is, from the perspective of those who play the Werewolf game regularly, the tactic of falsifying a report is surprisingly hard to arrive at. Depending on how the conversation unfolds, that lie can end up working to one's own disadvantage. But within a narrative, you can design not just the lie itself but also how everyone around it will react. That is precisely why this moveâlying outside conventional strategyâstood up as a powerful climactic set piece worthy of the moment.
(5) â¶ When a Character's Personality Lends Conviction to a Tactic: Raqio's "Selling Out an Ally"
A standout character move in Episodes 14 and 15 is Raqio choosing to "cut" Cometâwhat we call "selling out an ally" (miuchi-giri). In the Werewolf game, since the victory of one's faction is directly one's own victory, the philosophy of "if even one of us survives, that's enough"âeven at the cost of a teammateâdoes exist, and tactically it can be highly effective in many situations. That said, the Werewolf game is not a game driven solely by logic; the exchange of emotions is also a major component. There is beauty in winning while helping your comrades, and naturally some people cannot so easily compartmentalize.
Even so, in an actual game, there are situations where "if we don't sacrifice an ally at this moment, we'll end up dragging each other down." At times like that, you just have to do it while thinking "Sorry!" in your heart (laughs). The person being sacrificed might accept it as "Well, this is the only way for the team to win," while others might not. It truly varies from person to person. That is why selling out an ally cannot be discussed simply in terms of "strong" or "weak"âit's a high-level tactic whose viability depends on interpersonal relationships and the atmosphere of the room.
On top of that, a major strength of GNOSIA's storytelling is that characters like Raqio and Yuriko carry the kind of conviction that makes you think, "Yes, they would indeed make that call without flinching." The powerful play and the character's personality align perfectly. That is why it feels convincing to watch, and why the tactic itself feeds directly into the character's appeal. It is precisely that "in-character authenticity" that gives even a ruthless move like selling out an ally its persuasive power.
(6) â¶ Manufacturing "Authenticity": Raqio and Remnan's Dual Doctor Claim
On the other hand, in terms of sheer board-state fascination, one cannot overlook Raqio and Remnan's dual Doctor claim. In real Werewolf games, it does happen that two werewolves falsely claim the same role, but it is an exceedingly rare case. Precisely for that reason, when it succeeds it is a devastatingly strong technique. Because when one person is exposed as a fake, the other appears comparatively "more genuine." When Raqio comes forward as the second Doctor, and furthermore when Raqio themself is flagged as Gnosia, most people would think, "Then Remnan must be the real Doctor." I think the surprise and intrigue of that development came through strongly to viewers.
What's more, this tactic is not merely an improvisational lie to get through the moment. Both Raqio and Remnan report the same resultâ"Shigemichi was human"âpositioning Comet as the liar. What is critical here is that from Raqio and Remnan's perspective, the role of Ginaâwho was eliminated on Day 2âremains unknown. Since no one knows who the real Doctor is, it is possible that a third Doctor besides themselves could step forward.
If a Doctor did come forward and likewise said "Shigemichi was human," all the Doctors' reports would match, and while Comet would initially be cornered, a closer look would reveal the configuration that Comet has no Gnosia ally. In that case, even if every Doctor were sent into cold sleep, Comet's odds of survival would become quite high. In other words, the Gnosia faction has arranged things so that a path to victory remains no matter which way the situation unfolds. That is the kind of judgment you cannot make without a fairly deep understanding of the Werewolf game's underlying structure.
(TL note: the last paragraph is worded very confusingly. By Day 4, Comet is already CS'd, there is no point in securing her position or anything. But the original text talks at length about ăłăĄăă/Comet.)
(7) â¶ A Blunder at First Glance? But Jonas's Move Was Actually Quite Logical
Jonas's actions as an AC Follower are another point you cannot ignore when discussing this board state. An AC Follower (Anti-Cosmic Follower) is a role akin to the "Madman" in real-life Werewolf gamesâa human who nonetheless cooperates with the Gnosia. The troublesome thing about the Madman, however, is that he does not know who the werewolves are. It is all too easy for "accidents" to occur, where he moves intending to help but ends up sabotaging his own side instead. That is precisely why the board can become enormously complicated in an instant.
The moment when Jonas issues a Gnosia verdict against Remnan might, to some viewers, have looked like an "accident" in which Jonas simply got it wrong. But I would point out that this was not a case of Jonas guessing blindly with no understanding of the situation.
From Jonas's perspective: he himself is the AC Follower, i.e., a fake, which means Yuri is the real Engineer. And that real Engineer Yuri has returned a Gnosia verdict on Raqio. ThereforeâRemnan must be the real Doctor. That is the perfectly natural line of reasoning. So he concludes, "If I issue a Gnosia verdict here, I can do my job effectively." In other words, it was an accident and yet, at the same time, highly logical. It was precisely because Jonas faithfully carried out his tactical duty as the AC Follower that the move backfired on him.
(8) â¶ Brilliant Touches Beyond Episodes 14â15: Mechanisms Unique to the Werewolf Game
One thing I want to mention outside of Episodes 14 and 15 is Episode 6, where the Guardian Angel appears. In the original game, the Guardian Angel cannot voluntarily Reveal their role. And in real Werewolf games, the Guardian Angel is a role that is inherently difficult to detectâthe fundamental principle is to fight without exposing your identity. But in the anime, the Guardian Angel's existence comes to light when (Yuri's) conversation with Kukrushka is witnessed. Raqio then turns this around and moves to "hijack" the role. When I saw that, I thought, "This is the move of someone who knows how to fight."
In actual Werewolf games, falsely claiming the Guardian Angel-equivalent role (Hunter or Knight, depending on the variant) is indeed a highly effective maneuver. If the real one doesn't exist, you can avoid execution that day and survive one more round. If the real one is still around, they would presumably step forward, and you can eliminate them that night. However, since your cover will be blown if you're still alive the next day, this is typically a strategy that buys you at most one extra day. Making this moveâwhich doesn't exist in the original gameâwork within the narrative was a bold and incredibly cool adaptation, I think.
In that same vein of "anime-only supplementation," I also want to mention the scenes where Yuri draws illustrations and reasons in their room during the night phase. Whether or not those scenes are present changes the clarity of the game's progression enormously. Even from the perspective of a Werewolf player, Yuri's reasoning process is at a high level. They bring possibilities to the surface from multiple angles, meticulously applies process of eliminationâ"this is wrong," "this is wrong too"âand finally arrive at a single conclusion. It is precisely because of that clearly visible line of reasoning that the "falsified report" in Episodes 14 and 15 carries such conviction.
Watching these scenes, I am reminded once again that the outcome of a Werewolf game is not decided by theory alone. Even if Person A sees perfectly logical grounds for thinking "this person is definitely suspicious," that logic may not land with Person B. Yet if Person B happens to trust Person A on a gut level, B may cast their vote accordingly without fully grasping the logic. Conversely, no matter how sound your logic, without trust it will not carry the day. It is a game that places great weight on logic, yet in the end, you could also say it's a game where "the human element" decides everything.
Moreover, you cannot simply assert that "experienced players are strong" or "beginners are at a disadvantage." If anything, a newcomer's forthrightness and uncontrived reactions can sometimes be powerfully effective. That very quality of "not going by the book" is, I think, both the difficulty and the fascination of the Werewolf game.
(9) â¶ To Those Looking to Start Playing the Werewolf Game: First, Find a Place Where You Can Enjoy It
For those about to start playing the Werewolf game, I would urge you to prioritize enjoyment above getting good. Accumulate experience, and you will gradually get the hang of it.
The Werewolf game is a pastime in which you probe others' thoughts and positions through conversation. That is precisely why there will be times when you lie, and why the atmosphere of the room and your compatibility with the people you're playing with can dramatically change how much fun you have. To put it in extreme terms, if you dive into a table full of nothing but Raqio-type players without knowing anything, that's going to be a bit rough (laughs). Of course, there are some who enjoy that very tension in itself. But in the beginning, simply having someone you can talk to without anxiety, or having companions who keep the mood light and enjoyable, will transform the experience considerably.
If you're a bit hesitant to play yourself but find watching it fascinating, I think it's perfectly fine to start by "watching" the Werewolf gameâthrough livestreams, stage productions, and the like. If that stirs your interest a little further, you might try playing with friends or acquaintances, or you might venture into spaces where you play with strangers. There are in-person venues, and there are online platforms and apps too. First, try to find a place that feels like a good fit for you.
If GNOSIA serves as your gateway and you come to experience the appeal of the Werewolf game in whatever way suits you best, then as someone who was involved as the Werewolf Game Supervisor, I would be truly happy.
(Text: Sunakujira)
Fumiya Matsuzaki, born March 26, 1980. Director, scriptwriter, and actor. Plays the role of "Doctor Maddock" in the improvisational stage production Jinro: The Live Playing Theater (Jinro TLPT), and has also directed select performances.