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One Night WW #2

Code:
One Night Werewolf - Need only few ppl, 10min, But it's Werewolf GAME

One night, the small village was exposed to the threat of a Werewolf. The werewolf has attacked every night, and there are only a few people left. Find the werewolf from the village people, and restore peace.

"One Night Werewolf" is easy party game. Players are divided into man and wolf team, and fight using guess, lie, and persuasion each other.

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Intro:

One Night Werewolf is an simple Werewolf variant that only has one night and one day. Players will be given one of the roles in the game (there are always three extra roles included but not assigned in a game called the Reserve, so players are left guessing) and asked to perform a night action, if applicable. The order of the night actions will be described below. These night actions include things like looking at other players' roles, swapping other players' roles, and stealing other players' roles. See the rolelist below for specific things that will happen in the night. After the initial night phase is finished, the players will then have 48 hours to discuss what happened during the night. Then a vote will occur in secret (players will Private Message the GM their votes) of who they wish to kill (you may not vote for yourself) and the GM will calculate up the votes. Whoever gets the most votes is lynched (all tied players will be lynched).

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Possible Roles

Village Team:

Seer - The Seer may look either at one other player’s card or at two roles from the Reserve (you must specific which two cards you want to look at: Left, Center, or Right).

Masons - When using the Masons always put both Masons in the game. The Mason wakes up at night and looks for the other Mason. If the Mason doesn’t see another Mason, it means the other Mason card is in the center.

Robber - The Robber may choose to rob a player, and switch roles with that player. The Robber sees his new role, and is on the team of the role he takes. The Robber can choose to not rob.

Troublemaker - The Troublemaker may choose to switch the roles of two other players without seeing the roles.

Drunk - The Drunk must swap out their Drunk role with one of the three Reserve cards (Left, Center or Right). They do not get to look at this new role.

Doppelgänger - This card is by default part of the Villager team, but will potentially become another role. If a player is holding it at night, they will wake up before anyone else and select another player. They then view that player's role and become whatever role they viewed. So now there could be three Werewolves, or two Minions. They will then perform the night action associated with that role immediately. So it could be the case that the Doppelganger's Troublemaker happens, then the Seer gets a look, then a second Troublemaker swap occurs. As always, if the night action is optional, the Doppelganger will get the choice to use their power or not. If they become a Wolf, they will wake up with the other Wolves. If they are a Minion, they won't get to know the other Minion, but will be told who the Wolves are, just like the normal Minion will.

Insomniac: The Insomniac wakes up last and looks at their card (to see if it has changed). Only use the Insomniac if the Robber and/or the Troublemaker are in the game.

Hunter - If the Hunter dies, whoever the Hunter voted for also dies.

Villager - The Villager has no special abilities. They win with the Villager team.

Werewolf Team:

Werewolf - The Werewolves know each others' identity, or if they are a Lone Wolf. If they are a Lone Wolf, they are allowed to look at one of the Reserve cards (Left, Center, or Right).

Minion - The Minion knows who the Werewolves are. The Minion wins if the Werewolves win. If the Minion dies and no Werewolves die, the Werewolves (and the Minion) win. If no players are Werewolves, the Minion wins as long as one other player (not the Minion) dies.

Tanner Team:

Tanner - The Tanner hates their job so much that they want to die. If the Tanner dies, all other players lose and the Tanner wins. This is the only way the Tanner may win.



There will be three more roles than there are number of players. The roles that do not get passed out will be put in what is called Reserve. For example, if there are 7 players, we will have 10 roles in the game, with 3 in the reserve.

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Win Conditions

- the Villager Team wants to ensure at least one Werewolf is lynched
- the Werewolf Team wants to ensure no Werewolves are lynched
- the Tanner wants to ensure that the Tanner is lynched (which causes all others to lose)

But what if... :

- if both Werewolf cards are in the Reserve, the Villagers must instead lynch the Minion
- if all of the Evil team's cards are in the Reserve, the Villagers must ensure that no player receives more than one vote each (signifying that they are voting for no kill; you may ignore the Tanner's vote for this)

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Order of Night Actions

The Order of Night Actions:
#1: Doppelgänger
#2: Werewolves
#3: Minion
#4: Masons
#5: Seer
#6: Robber
#7: Troublemaker
#8: Drunk
#9: Insomniac

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The game can play anywhere from 3-10 players. I have a list of setups for a new game depending on number of people that sign up, or people can request some of the roles not in the first game, if they'd like to play with those. Also I don't think it's as big a deal now if people in the current game wanted to play since that one is less intense with fewer people.

Signups:

1. Meiz
2. Bacchus
3. Rowain
4. Ryan
5. Cyneheard
6. Lewwyn
7. Goreripper
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Completely offtopic, but your spelling of "Doppelgänger" seems to be a bit off (it's a German word) wink

http://en.wikipedia.org/wiki/Doppelg%C3%A4nger
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I was just copy pasting it from somewhere else, so thanks for that
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Yes I'm definitely in. 1. Drunk if it goes as one man setup, right? tongue
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I'm happy to have another go if people can stand my over-eager posting style smile
DL: PB12 | Playing: PB13
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(February 6th, 2014, 11:21)Meiz Wrote: Yes I'm definitely in. 1. Drunk if it goes as one man setup, right? tongue

Irrelevant since Bacchus joined, but if it were a one man game, I assign you a role of my choosing, and you have to decide whether you have to lynch yourself or abstain in order to win. neenerneener
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In too
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me three
[Image: CmQTvVS.jpg]
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Cool. Cool cool cool.

I figured for the times involved, I'd wait roughly 24 hours to see who all is interested/if signups die down, and then get a setup ready. From there, send out roles to people, and whenever everyone responds/I'm online to verify and start it, I'll start the game then, and have it run for 48 hours from that point.

Any objections to that? After looking at the first game, anyone think the day period should be any shorter/longer?
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I think 48 hours works well.
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