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One Night Ultimate WW #3

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 called the Reserve that are 'in play' but not assigned to any player, so players are left guessing what exactly everyone's role is) 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 cards 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 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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Previous games for reference:

Game 1
Game 2

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The game can play anywhere from 3-10 players. I will come up with a good mix of which roles will be included based on the number of players who sign up, though players can request including/not including roles if there's any they feel strongly about.
Also since players at the end of the last game mentioned that the game might have been better served if the day wasn't a full 48 hours long, I think I"ll allow players to say End Day at any time after the initial 24h, and when all players have voted to end day I'll go ahead and close the thread and have people give their votes to me.

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Players:

1. Lewwyn
2. AdrianIer
3. Twinkletoes89
4. Rowain
5. Jabbz
6. Mattimeo
7. Fenn

Roles this game:

Werewolf
Werewolf
Minion
Tanner
Seer
Robber
Troublemaker
Drunk
Doppleganger
Villager
Reply

Sure I'll play, when would this start ?
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I love One Night so I'm in unless its starts on a bad day
"You want to take my city of Troll%ng? Go ahead and try."
Reply

(March 28th, 2015, 08:50)AdrienIer Wrote: Sure I'll play, when would this start ?

Hum, lets say at 1000 CST / 1500 GMT on Monday, I'll finalize the player list, assign roles, and wait for responses from everyone for night actions/confirmations if they dont have an action. And then whenever I hear back from everyone I'll start the game, probably ~24 hours after I send stuff out unless everyone's online when I do so.
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Oh boy! Who's up for some terrific card switching action!
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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I went back and looked the old games, and man why didn't we play more of this? It's so much fun.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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Probably cause when we played last was right before there were no WW games for like 8 months straight.
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In
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Oh my I just remembered that there's an expansion to the meatspace version, and there's a bunch of fun new roles included with it.

Maybe keep this game with the original roles and shuffle some new ones into later plays.
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(March 28th, 2015, 08:57)BRickAstley Wrote:
(March 28th, 2015, 08:50)AdrienIer Wrote: Sure I'll play, when would this start ?

Hum, lets say at 1000 CST / 1500 GMT on Monday, I'll finalize the player list, assign roles, and wait for responses from everyone for night actions/confirmations if they dont have an action. And then whenever I hear back from everyone I'll start the game, probably ~24 hours after I send stuff out unless everyone's online when I do so.

So the game ends at 1500 GMT on Wednesday? Or what.
If you know what I mean.
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