Not quite picture art. But I got it to throw an idea out for a werewolf game in SA, with conversion and dice rolls for various events.
If anyone would like to give it a spin in their games nights

rules were cut off
Game Rules
Players: 4–10 players
Roles:
1 Alpha Werewolf (always required)
1 Seer (always required)
1 Tokoloshe / Town Drunk (always required)
1 additional Werewolf if player count is 9–10
Setup:
Write all roles on cards: Alpha Werewolf, Seer, Tokoloshe, Villagers, and an additional Werewolf if needed.
Place cards in a hat and have each player draw one randomly.
Do not reveal your role to other players.
Gameplay:
The game alternates between Night and Day phases.
Night Phase:
Alpha Werewolf makes pack decisions (hunt, convert, intimidate).
Seer may use random effect rolls.
Tokoloshe / Town Drunk may use random effect rolls.
Roll dice to determine random nightly events.
3. Day Phase:
Villagers gather in the town hall to discuss, accuse, and vote.
Daytime random events are rolled.
Players may vote to eliminate a suspected werewolf.
Winning Conditions:
Villagers win: all werewolves are eliminated before the end of Day 5.
Werewolves win: they survive until the end of Day 5.
Usage:
Narrator rolls dice at the start of each night and day phase to determine which random event occurs.
Narrator calls who's turn it is at the start of the night, the werewolves, the Seer, the town drunk can interrupt anytime within reason.
Town Drunk, Seer, and Alpha Werewolf have their own dice rolls for random effects in addition to the main events.
Recommended Number of Players: 4–10, adjust Werewolf count accordingly.
Setup Reminder: Draw roles randomly from a hat for secrecy and suspense.
View attachment Skelmfontein Werewolf Script.pdf