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Yeah I apparently hosted one a while back that I can't even remember. I want to run another one, but I need to update it. I want to take advantage of the dice rolling mechanics we have here these days to make it more interesting. I also think it can be made more interesting by borrowing some ideas from other games. Anything here is up to be changed, I'm just putting some differences from normal games below here.
One role I had in mind was a kind of Polycule, but done differently.
The Railroads
Up to 4 per game, the Railroads will be told how many other there are in the game. At night may take a ride to visit another player. If they find another railroad, they will have a chat opened up with them. If they find an [insert evil team name here] they go bankrupt and are removed from the game. If the [evil team here] visits them at night while they're out on a ride they are safe, but if they've taken a ride to a player who is visited by the [evil team] then they will also go bankrupt and be removed from the game.
I might need to nerf that a bit, say only one railroad can visit at first, until that one is either bankrupt or it finds others first. But I figure it's a combination of the red lady and Polycule, where if all are found by the end of the game they can plan out visiting a single person to try and counteract a night attack, but also risk all of them dying at once.
Dice Roll Mechanics
At the end of the day if someone is selected for eviction/bankruptcy, they will roll 2d6 dice (or the game master will for them), if they roll doubles they remain in the game but their role is revealed (except for double 6, in which case they stay in the game and nothing is revealed). If they don't roll doubles they go bankrupt and are removed from the game.
I also want to bring dice rolling in for regular gameplay like ways to find community chest or chance cards. This needs to be determined for mechanics, but I suppose it could be something where every morning players start X spaces.
Could also be used as a way to get out of jail (again, rolling doubles), but I have to think through the mechanics of jail in this game as well...could be a librarian type role where players are muted for the day, but that can be counteracted by using a get out of jail free card or rolling doubles at the beginning of the day phase. Doubles gets you out, double 6s also reveals the name of the Jailer to you
Rich Uncle Pennybags is essentially the alpha wolf role. I think the rest of the citizens (other than the Railroads) could be made up of player tokens. The villain team I'll need to get more creative with. Maybe things like the Auction House (where you properties go when you need to sell them for cheap...potentially a seer like role since they would need to investigate how much you're worth). Maybe there's also a corrupt cop that functions the same way as the Jailer (double 6s don't tell you if it's the regular Jailer or the corrupt cop, just that they put you in the slammer).
But yeah, that's the general idea. I want to get some feedback from you all on what your thoughts are, and if there are any other game mechanics that might be enjoyable to include.
Edit: Up to date thoughts:
Token Based Roles
Dog: Detective equivalent (can sniff two people to see if they're on the same team or different teams)
Cat: Clairvoyant equivalent
Top Hat: Judge Equivalent (when judgement is used, no dice roll permitted to prevent bankruptcy)
Race Car: Getaway driver - they can help someone get away from being bankrupted once or they can bankrupt someone themselves once (witch equivalent)
Thimble: TBD
Sack of Money: Bodyguard - can prevent nighttime bankruptcy once because they are a literal bag of money and can pay it off
Penguin: Admin of GWF (@Crystal ) and therefore figures out roles (seer type, mechanics to be determined)
Rubber Duck: can lull a player into a sense of security at night with a lovely bubble bath, they are protected, but also the ducky can choose to let the player fall asleep and drown (once per game, jailer equivalent from other games)
Other Roles
Jail (works like a librarian in this game)
Free Parking (protector role - you get to park for free at night with no risk of being bankrupted)
Go - Gunner type role - can declare that a player Does not pass Go and is bankrupted on the spot
Railroads - polycule like role described elsewhere (anywhere from 0-4 in any given game, operates like the red lady, if they find another railroad they'll get a private chat with them)
Evil Team:
Rich Uncle Pennybags: Alpha - he can declare chapter 11 bankruptcy once before he's fully bankrupt
Luxury Tax: Can prevent players from using their nighttime actions (you're fined for being too extravagant and need to take on a night shift to pay for it all)
Income Tax: Seer role - they can see your tax returns and therefore know what you do for work
Solo Killer:
The Bank: they can repossess your shit at night
Dice Mechanics
Roll Doubles to get out of Jail instead of needing to wait until the next day (double 6s tells you who put you there as well)
Roll Doubles to prevent yourself from being bankrupted at the end of the day phase if you're voted out (but your role is revealed - double 6s prevents role reveal)
Community Chest & Chance Cards: each player can roll at the start of the day phase to try to get a preselected distance to these squares and earn a card, not all of them will be useful, but there will be some normal ones like "Get out of Jail Free" where you wouldn't need to roll to get out. There will also be "go directly to jail" as well, where you will lose access to the day thread and unable to rejoin until the following day. I'll flesh this out more.
One role I had in mind was a kind of Polycule, but done differently.
The Railroads
Up to 4 per game, the Railroads will be told how many other there are in the game. At night may take a ride to visit another player. If they find another railroad, they will have a chat opened up with them. If they find an [insert evil team name here] they go bankrupt and are removed from the game. If the [evil team here] visits them at night while they're out on a ride they are safe, but if they've taken a ride to a player who is visited by the [evil team] then they will also go bankrupt and be removed from the game.
I might need to nerf that a bit, say only one railroad can visit at first, until that one is either bankrupt or it finds others first. But I figure it's a combination of the red lady and Polycule, where if all are found by the end of the game they can plan out visiting a single person to try and counteract a night attack, but also risk all of them dying at once.
Dice Roll Mechanics
At the end of the day if someone is selected for eviction/bankruptcy, they will roll 2d6 dice (or the game master will for them), if they roll doubles they remain in the game but their role is revealed (except for double 6, in which case they stay in the game and nothing is revealed). If they don't roll doubles they go bankrupt and are removed from the game.
I also want to bring dice rolling in for regular gameplay like ways to find community chest or chance cards. This needs to be determined for mechanics, but I suppose it could be something where every morning players start X spaces.
Could also be used as a way to get out of jail (again, rolling doubles), but I have to think through the mechanics of jail in this game as well...could be a librarian type role where players are muted for the day, but that can be counteracted by using a get out of jail free card or rolling doubles at the beginning of the day phase. Doubles gets you out, double 6s also reveals the name of the Jailer to you
Rich Uncle Pennybags is essentially the alpha wolf role. I think the rest of the citizens (other than the Railroads) could be made up of player tokens. The villain team I'll need to get more creative with. Maybe things like the Auction House (where you properties go when you need to sell them for cheap...potentially a seer like role since they would need to investigate how much you're worth). Maybe there's also a corrupt cop that functions the same way as the Jailer (double 6s don't tell you if it's the regular Jailer or the corrupt cop, just that they put you in the slammer).
But yeah, that's the general idea. I want to get some feedback from you all on what your thoughts are, and if there are any other game mechanics that might be enjoyable to include.
Edit: Up to date thoughts:
Token Based Roles
Dog: Detective equivalent (can sniff two people to see if they're on the same team or different teams)
Cat: Clairvoyant equivalent
Top Hat: Judge Equivalent (when judgement is used, no dice roll permitted to prevent bankruptcy)
Race Car: Getaway driver - they can help someone get away from being bankrupted once or they can bankrupt someone themselves once (witch equivalent)
Thimble: TBD
Sack of Money: Bodyguard - can prevent nighttime bankruptcy once because they are a literal bag of money and can pay it off
Penguin: Admin of GWF (@Crystal ) and therefore figures out roles (seer type, mechanics to be determined)
Rubber Duck: can lull a player into a sense of security at night with a lovely bubble bath, they are protected, but also the ducky can choose to let the player fall asleep and drown (once per game, jailer equivalent from other games)
Other Roles
Jail (works like a librarian in this game)
Free Parking (protector role - you get to park for free at night with no risk of being bankrupted)
Go - Gunner type role - can declare that a player Does not pass Go and is bankrupted on the spot
Railroads - polycule like role described elsewhere (anywhere from 0-4 in any given game, operates like the red lady, if they find another railroad they'll get a private chat with them)
Evil Team:
Rich Uncle Pennybags: Alpha - he can declare chapter 11 bankruptcy once before he's fully bankrupt
Luxury Tax: Can prevent players from using their nighttime actions (you're fined for being too extravagant and need to take on a night shift to pay for it all)
Income Tax: Seer role - they can see your tax returns and therefore know what you do for work
Solo Killer:
The Bank: they can repossess your shit at night
Dice Mechanics
Roll Doubles to get out of Jail instead of needing to wait until the next day (double 6s tells you who put you there as well)
Roll Doubles to prevent yourself from being bankrupted at the end of the day phase if you're voted out (but your role is revealed - double 6s prevents role reveal)
Community Chest & Chance Cards: each player can roll at the start of the day phase to try to get a preselected distance to these squares and earn a card, not all of them will be useful, but there will be some normal ones like "Get out of Jail Free" where you wouldn't need to roll to get out. There will also be "go directly to jail" as well, where you will lose access to the day thread and unable to rejoin until the following day. I'll flesh this out more.
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