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Post Your Game Ideas!

A Punched Face

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Question for people who have run these wolf games: How did the evolution of the choice of roles come about? Are there versions of wolf that people have put together as being particularly "good" or is this basically built from scratch
The ones Zell run came from a game that's played online quite a bit and was the result of years of playing and adding more intrigue.

But they can be as simple as only wolves and town. But it gets more creative as different powers show up. The obvious roles are ones like seers of various sorts and people with kill shots. But if you can think of some other power that might be interesting, it's always fun to try.
 

A Punched Face

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Scratch that. Anyone attacks the cucco and they go rampage mode and kill a random player on the team of the person (or people) who attacked.
@Zell 17 this seems like a cross between beast hunter and avenger right? They don't actually protect themselves but they don't choose who to kill, it's just someone who was allied with the attacker? That could be a fun role. Wolves try to trick the town into killing them while also trying to avoid them.

Edit: if they're lynched one of the people who voted for them is randomly picked.
 

Ben

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I thought I'd do a lol and bust out some funny roles, but it actually turned into an entire thing...

Suggestions;

Villager Team

  1. Link (Hunter): Can eliminate a player at any time, night or day, once per game.
  2. Zelda (Doctor): Protects one player each night from elimination by any source.
  3. Impa (Seer): Identifies alignment to tell if a player is on the side of good or evil each night.
  4. Navi (Messenger): Can send secret messages to any one player each night. Knows who Epona is from the start.
  5. Sheik (Harlot): Visits players at night with varying outcomes; If a villain, Sheik survives any attacks against them that night. If a target, Sheik dies too.
  6. Cucco (Avenger): If eliminated by any means a random member of the murdering party will also die.
  7. Great Fairy (Guardian Angel): Each night, can grant a player a one-time use protection to use during a following night phase.
  8. Epona (Messenger's Assistant): While Epona is alive, Navi can talk to two players per night. Epona does not know Navi's identity.
  9. Tetra (Bodyguard): Chooses a player to guard each night, protecting them from elimination.
  10. The Deku Tree (Elder): Survives the first attack or elimination vote against them, but their role is revealed to the village.
  11. Saria (Spirit Medium): Communicates with eliminated players/bored spirits.
  12. Deku Tree Sprout (Oracle): Can reveal once if a specific role is still in the game. Can be used night or day.
  13. Tingle (Fool): Wholly believes they are Impa. Receives incorrect or misleading information each night.
  14. Mido (Villager): A regular villager with no special abilities.

Villain Team

  1. Ganondorf (Werewolf): Can vote. Has overruling vote on which player to eliminate each night.
  2. Dark Link (Alpha Werewolf): Can vote. Survives the first attempt against their life.
  3. ReDead (Silencer): Cannot vote. Each night, silences a player for 18 hours during the next day phase.
  4. Ghirahim (Sorcerer): Can vote. Seeks the Seer. Each night tries to identify Impa. If they guess correctly, Impa is eliminated.
  5. Twinrova (Witch): Can vote. Has one-time abilities to save and eliminate a player.

Misc Team

  1. Groose (Jester): Aims to get himself eliminated by any means after night 2. Must survive until then. Game doesn't end.
  2. Skull Kid (Trickster): Swaps the roles of two players once in the game. Wins if both those players are eliminated by any means. Game doesn't end.
  3. Vaati (Minion): Knows who the villains are, but has no special abilities and is not part of the villain chat. Wins if they're among the last villagers alive when the wolves outnumber them. Game would naturally end.
 
I thought I'd do a lol and bust out some funny roles, but it actually turned into an entire thing...

Suggestions;

Villager Team

  1. Link (Hunter): Can eliminate a player at any time, night or day, once per game.
  2. Zelda (Doctor): Protects one player each night from elimination by any source.
  3. Impa (Seer): Identifies alignment to tell if a player is on the side of good or evil each night.
  4. Navi (Messenger): Can send secret messages to any one player each night. Knows who Epona is from the start.
  5. Sheik (Harlot): Visits players at night with varying outcomes; If a villain, Sheik survives any attacks against them that night. If a target, Sheik dies too.
  6. Cucco (Avenger): If eliminated by any means a random member of the murdering party will also die.
  7. Great Fairy (Guardian Angel): Each night, can grant a player a one-time use protection to use during a following night phase.
  8. Epona (Messenger's Assistant): While Epona is alive, Navi can talk to two players per night. Epona does not know Navi's identity.
  9. Tetra (Bodyguard): Chooses a player to guard each night, protecting them from elimination.
  10. The Deku Tree (Elder): Survives the first attack or elimination vote against them, but their role is revealed to the village.
  11. Saria (Spirit Medium): Communicates with eliminated players/bored spirits.
  12. Deku Tree Sprout (Oracle): Can reveal once if a specific role is still in the game. Can be used night or day.
  13. Tingle (Fool): Wholly believes they are Impa. Receives incorrect or misleading information each night.
  14. Mido (Villager): A regular villager with no special abilities.

Villain Team

  1. Ganondorf (Werewolf): Can vote. Has overruling vote on which player to eliminate each night.
  2. Dark Link (Alpha Werewolf): Can vote. Survives the first attempt against their life.
  3. ReDead (Silencer): Cannot vote. Each night, silences a player for 18 hours during the next day phase.
  4. Ghirahim (Sorcerer): Can vote. Seeks the Seer. Each night tries to identify Impa. If they guess correctly, Impa is eliminated.
  5. Twinrova (Witch): Can vote. Has one-time abilities to save and eliminate a player.

Misc Team

  1. Groose (Jester): Aims to get himself eliminated by any means after night 2. Must survive until then. Game doesn't end.
  2. Skull Kid (Trickster): Swaps the roles of two players once in the game. Wins if both those players are eliminated by any means. Game doesn't end.
  3. Vaati (Minion): Knows who the villains are, but has no special abilities and is not part of the villain chat. Wins if they're among the last villagers alive when the wolves outnumber them. Game would naturally end.
dude, you go from saying you don't got time for things only to drop this bombshell of an idea. Please continue not having time for wolf stuff. This is fuckin awesome.
 

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dude, you go from saying you don't got time for things only to drop this bombshell of an idea. Please continue not having time for wolf stuff. This is fuckin awesome.
The true secret is that my time to do this and my time to do adult work overlap... Don't tell my boss.

Anyway, more specifically don't have the appetite for more of this brand of Wolf.

I'll eventually play/run something else though, we good.
 

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I think it was... Last night or the other night. I was laying in bed trying to fall asleep, but I kept thinking about more fun yet different wolf game iterations.

One I really liked the idea of was one that is different from all the other wolf and mafia games. I would make many, many different roles for all sides and at least starting off no one would know what any of the roles did apart from their own. Everyone would be banned from copy/pasting anything about their role, but they're free to use their own words to describe what they do. All of their role related questions would have to go through PMs too. I'm 110% sure none of it would be balanced, but at least a couple of the random roles I spit balled with me and myself were neat and interesting.

You wouldn't even know how many of any role type there are. Are there strong and normal roles? Is there only one evil faction? How many of them are there? Are solo roles a thing?

I was considering adding some meta game related roles too to get things going and build up on stuff for the long haul. But then I also realized I'd probably have the attention span for hosting at best 1 game before getting distracted or starting to find it a chore to run. :/ Bleh.
 

VashTheStampede

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I think it was... Last night or the other night. I was laying in bed trying to fall asleep, but I kept thinking about more fun yet different wolf game iterations.

One I really liked the idea of was one that is different from all the other wolf and mafia games. I would make many, many different roles for all sides and at least starting off no one would know what any of the roles did apart from their own. Everyone would be banned from copy/pasting anything about their role, but they're free to use their own words to describe what they do. All of their role related questions would have to go through PMs too. I'm 110% sure none of it would be balanced, but at least a couple of the random roles I spit balled with me and myself were neat and interesting.

You wouldn't even know how many of any role type there are. Are there strong and normal roles? Is there only one evil faction? How many of them are there? Are solo roles a thing?

I was considering adding some meta game related roles too to get things going and build up on stuff for the long haul. But then I also realized I'd probably have the attention span for hosting at best 1 game before getting distracted or starting to find it a chore to run. :/ Bleh.
I had a very similar notion when we were recently spinning up ideas for this last meta game and had been rolling it over in my head the last several days trying to figure out how to make it work

I'm way happier letting someone else do the work :link
 

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I had a very similar notion when we were recently spinning up ideas for this last meta game and had been rolling it over in my head the last several days trying to figure out how to make it work

I'm way happier letting someone else do the work :link
I can easily be an idea guy. Not an actionable guy. Leave that for someone else.

In the realm of rule variants I always thought it would be interesting if their was a pass/fail chance on all role abilities.

So like let's say a seer has a 25% fail chance, then 1/4 of their reads give the wrong info.
I do like that idea. For the sake of "balance", everything does have to have some % chance to fail, with some being higher than others. That would definitely make games last longer as the evil roles also wiff their kills lol. Maybe days and nights would have to get adjusted to be shorter. I don't know.

I still like the idea. Could give the gunner a six shooter. Can shoot twice a day, but with a 33% chance of succeeding.
 

Ben

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@Ants! should make an insect themed version of wolf.
Not ant themed, but I did try to generate a Pokemon themed version earlier this afternoon. Would need tweaking, but seemed kinda interesting.

### Legendary Pokémon Roles:

#### **Team Rocket Agents (Villains):**
These legendary Pokémon have been corrupted by Team Rocket and seek to dominate the village.

1. **Darkrai** (Nightmare Inducer): Each night, Darkrai can choose one player to put into a nightmare, preventing them from using their role that night.
2. **Yveltal** (Destruction Bringer): Yveltal can eliminate one player every two nights, in addition to the Team Rocket's standard elimination. They are powerful but limited in usage.
3. **Hoopa Unbound** (Portal Manipulator): Hoopa can swap two players at night, causing all actions targeting one player to affect the other. They can use this once per game to confuse the villagers.

#### **Villager Pokémon (Town):**
The villagers are innocent legendary Pokémon trying to stop the corrupted ones from taking over.

1. **Celebi** (Time Traveler/Reviver): Once per game, Celebi can travel through time to revive one player who was eliminated during a previous night phase.
2. **Lugia** (Protector of the Seas): Lugia can protect one player each night from being eliminated, but they cannot protect the same player two nights in a row.
3. **Latios** (Seer): Latios can use their telepathic powers to investigate one player each night and learn whether they are Team Rocket or not.
4. **Latias** (Tracker): Latias can follow one player each night and discover who that player visited or interacted with during the night.
5. **Regigigas** (Delayed Avenger): If Regigigas is eliminated (either by vote or attack), they take one other player down with them after one day, as they take time to gather their strength.
6. **Moltres** (Vigilante): Moltres can unleash a fire attack once during the game to eliminate a player of their choice.
7. **Zapdos** (Storm Caller): Once during the game, Zapdos can prevent any player from using their abilities during a single night phase.
8. **Mew** (Role Mimic): Mew can choose to copy the role of a player that has been eliminated and use that role's power for one night.
9. **Shaymin** (Gratitude Healer): Shaymin can heal a player each night, preventing them from being eliminated, but cannot heal the same player more than twice in the game.

#### **Neutral Pokémon (Third Party Roles):**
These legendary Pokémon have their own objectives that are independent of the town or Team Rocket agents.

1. **Mewtwo** (Serial Killer): Mewtwo's goal is to be the last one standing. They can eliminate one player each night and appear innocent if investigated by Latios.
2. **Zygarde** (Neutral Observer): Zygarde wins by surviving until the end of the game. They are not concerned with who wins or loses, as long as they are still alive.
3. **Jirachi** (Wisher): Jirachi can make three wishes during the game. These wishes can be used to do things like prevent a vote, heal a player, or stop an elimination. However, once their three wishes are used, they have no other abilities.
4. **Deoxys** (Shapeshifter): Deoxys can switch between one of their four forms each night, each granting them a different ability:
- **Attack Form**: Can eliminate a player.
- **Defense Form**: Can protect themselves from any attack that night.
- **Speed Form**: Can move faster, allowing them to see who a player visits.
- **Normal Form**: Appears as innocent to any investigations.

#### **Unique Legendary Roles:**
These special legendary Pokémon have abilities that stand out and add unique dynamics to the game.

1. **Arceus** (Judge): Once during the game, Arceus can stop all votes during the day and eliminate one player by divine judgment. They are impartial, and their goal is to maintain balance.
2. **Solgaleo** (Sun Guardian): Solgaleo can choose one player each night to protect, but if Solgaleo is eliminated, the next day's vote must be skipped as a day of mourning.
3. **Lunala** (Moon Veil): Lunala can cloak a player in darkness, making them untargetable by any night actions for one night.
4. **Kyogre** (Rain Summoner): Kyogre can flood the village once per game, preventing any eliminations during a single night and day phase.

---

### Win Conditions:

- **Team Rocket Agents** win if they outnumber the villagers.
- **Villagers** win if they eliminate all Team Rocket agents.
- **Neutral Pokémon** have their own unique win conditions, such as survival or fulfilling specific tasks.
 

Ben

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I have been trying to work on a set of rules that don't necessarily pull from the Wolvesville ruleset. I've basically been trying to coax something that seems viable out of ChatGPT and have at least a good number of possibilities.

The main quirk I came up with that I'm interested in exploring is the Necromancer/Paladin mechanic, because the intent is to give the dead thread something to do while... dead. The idea is that the necromancer would get to hand-pick dead people they think will align to help them, then those dead players get a minor influence over the events of the game in being able to add/subtract 1 on the days lynch vote, or sleep a player a night. Then the Paladin is just tasked with foiling that, needing to take away the necromancer's voting pool and ultimately eliminate them.

I tried to work in the earlier "messenger" idea I'd gotten during the Zelda themed one, with Navi/Epona. I think giving a player the potential to communicate covertly might be interesting, especially if the wolves have a similar power that they could try to fake with. There's also the incentive to take out the postal worker, so that only the wolves can communicate.

Actually typing that last thought... What if roles just weren't announced on death automatically? I can include a Coroner role to specifically identify what someone who died was, but would keeping that secret until investigated add more intrigue? I'm just thinking with the Messenger/Howler parallel, a Howler might really want to kill the messenger then continue sending messages pretending to be the Messenger, but that doesn't work as well if it's announced the Messenger died...

Eh, spitballing. Open to suggestions!

EDIT: Oh, I also tried to work in some potential for the number of wolves to change and for that to not be a certainty.


Investigation
  • Seer - Investigation - Basic Good/Evil Alignment Check every night.
  • Psychic - Investigation - Can check the ratio of good to evil currently in village.
  • Senior Detective - Investigation - Can compare players and see if at least 1 is guilty of having killed during the night.
  • Junior Detective - Investigation - Knows who the detective is from the start, and takes over their role if the Detective dies.
  • Peeper- Investigation - Learns if their observed target was visited by anyone at night.
  • Tracker - Investigation - Follows one player at night, learning if they visit anyone.
  • Dreamer - Investigation - Dreams of one random role present in the game each night, either good or evil.
  • Oracle - Investigation - Can ask game master one yes/no question per game.
Communication
  • Messenger - Communication - Can send one anonymous message each night to a specified villager.
  • Postal Worker - Communication - Knows who the messenger is. If the postal worker dies, the messenger cannot deliver anymore messages at night.

Protection
  • Doctor - Protection - Heal someone physically attacked/poisoned at night
  • Knight - Protection - If attacked, the attacker dies.
  • Martyr - Protection - Can choose to die in place of someone at night.
  • Amulet of Protection - Protection - Passed around town. Will prevent the player holding it from dying. Must be passed on before sunset the next day or the amulets magic fades.
  • Shepherd - Protection - Can lead everyone out of town for 1 night, preventing any deaths at all.
  • Blacksmith - Protection - Can protect another player, but both their attacker and they will die as a result.
  • Pacifist - Protection - Can prevent a daytime lynch one time.
  • Priest - Protection - Heal someone magically cursed/poisoned. Can remove curse from cursed villager.
  • Saint - Protection - Can raise 1 person from the dead as the role they were prior to death.

Kill Roles
  • Hunter - Elimination - Can kill a player at any time. If they kill a villager they will be killed. If they kill an evil role, they are free to kill another player the next day/night.
  • Assassin - Elimination - Can kill 1 player during the day, with no announcement of why they died.
  • Veteran - Elimination - Can go on 'high-alert' overnight, 2 times per game. If visited by anyone overnight, the visitor will die.
  • Exorcist - Elimination - Can attempt to exercise the evil from a villager once.
  • Vengeful Spirit - Elimination - If lynched during the day, the vengeful spirit can kill one player who voted against them that night.
  • Monster Hunter - Elimination - Once per game, can kill someone regardless of protections.
  • Paladin - Elimination - Hunts the Necromancer. Can cleanse one dead player each night, purging the Necromancer's influence if they've been turned. Once the Paladin has purged 2 dead players successfully, they can smite a player they think is the Necromancer during the day.
Mixed
  • Jailer - Mixed - Can detain a player at night, protecting them from action and preventing them from preforming any. Jailer can kill detained player but only once per game.
  • Witch - Mixed - Has two potions, one that protects and one that kills.
  • Arms Dealer - Mixed - Can give 1 player a gun. If they do and it's used to kill a villager, they can from then on only win with the evil team by being one of the last town members alive when outnumbered by wolves. If they do not hand out a gun, or the gun they hand out are only ever used against evil, they can win with the town.
Other
  • Cursed - Other - One villager is cursed and on their death will rise as a werewolf. Does not know they are cursed until death. Can be cured by magical healing.
Werewolves
  • Alpha - Werewolf - Can attempt to scratch one player during the day. If that player is the cursed villager, they will convert to become a werewolf that night.
  • Werewolf - Werewolf - Regular evil, votes at night on kills.
  • Bloodhound - Werewolf - Can detect someone's role once per night.
  • Skinwalker - Werewolf - Can mimic a dead player's role/alignment to fool reads. Cannot copy the same dead person two nights in a row.
  • Loup Garou - Werewolf - Can protect one other player from death at night.
  • Bisclavret - Werewolf - Takes 2 attempts to kill, unless by lynching.
  • Beast of Gévaudan - Werewolf - One time, can berserk and kill regardless of protection roles in play.
  • Howler - Werewolf - Can send 1 anonymous message every 2 nights.
  • Wendigo - Werewolf - Abducts 1 player for a night, preventing their actions/death.

Evil
  • Necromancer - Evil - Once there are 3 or more dead players, can turn 1 player into an undead minion who gets put in a special chat. Once the necromancer has 3 undead minions, they can collectively vote to either prevent a player acting at night, or to collectively add/subtract 1 from a days vote. Necromancer wins when their undead minions total half the remaining players.
  • Juggernaut - Evil - First night does nothing, second night gets an alignment read, third night gets to kill 1 person, fourth night gets to kill 2 people, etc.
  • Arsonist - Evil - Can either douse or ignite everyone doused so far.
  • Serial Killer - Evil - Can kill once per night. Doesn't get to stack kills, it's used or not.
  • Mad bomber - Evil - Does nothing for the first 4 nights, but on night 4 can activate a bomb to kill 1d10 random players.
  • Poisoner - Evil - Can poison a player, who will die the following night unless healed.
  • Arch-Rival - Evil - Must get one specific player chosen at the start of the game lynched.
  • Warlock - Evil - Hunts the witch. Can kill someone every other night. Takes the witch's potion powers if successful.
  • Cult Leader - Evil - Can induct 1 person each night into their cult. Wins if the cult comprises 1/2 of the town.
 
Last edited:

Ben

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Regarding the whole "Kingmaker" discussion, just to take it out of the current game thread and let everyone participate;

I went and asked ChatGPT how to avoid the kingmaker situations. Here's what it suggested.

In a game of Werewolf (also known as Mafia), a **kingmaker** situation arises when a player who cannot win themselves holds the power to decide which faction—villagers or werewolves—wins the game. This scenario can detract from the game's competitive integrity because it shifts the outcome from being a result of collective strategy and deduction to the whim of a single player. In forum-based games, where interactions are asynchronous and extended over days, preventing such situations requires careful planning.

Here are strategies to avoid creating a kingmaker scenario at the game's end:

1. **Balance the Number of Players and Roles:**
- **Even Player Count:** Ensure the game starts with an odd number of players to prevent tie votes, which can lead to stalemates or kingmaker situations.
- **Role Distribution:** Carefully assign roles to maintain balance. Too many special roles can complicate endgame scenarios, increasing the risk of a kingmaker situation.

2. **Clear Victory Conditions:**
- **Explicit Rules:** Define unambiguous victory conditions for each faction. For instance, specify that the game ends immediately when the werewolves have an equal number of players as the villagers.
- **Endgame Triggers:** Set conditions where the game concludes before a kingmaker scenario can occur, such as ending the game when only a set number of players remain.

3. **Modify Voting Mechanics:**
- **No Last-Minute Votes:** Implement deadlines for vote changes to prevent sudden shifts influenced by potential kingmakers.
- **Majority vs. Plurality:** Use majority voting instead of plurality to ensure a clear decision, reducing the chance of a tie that could empower a kingmaker.

4. **Restrict Eliminated Players:**
- **Silence After Death:** Prohibit dead players from posting in the game thread or communicating with alive players to prevent them from influencing the outcome.
- **No Post-Mortem Abilities:** Avoid roles that allow players to affect the game after elimination, such as ghosts or mediums.

5. **Implement Tie-Breaking Procedures:**
- **Predetermined Rules:** Establish clear tie-breaker rules, such as the player with the earliest votes gets eliminated, or introduce a random element like a coin toss.
- **Avoid Player Discretion:** Do not allow a single player to decide tie-breakers; use objective methods instead.

6. **Endgame Role Adjustments:**
- **Limited Abilities:** Design roles whose powers diminish as the game approaches the end to prevent overpowering influence.
- **Single-Use Abilities:** Assign abilities that can only be used once and not in the endgame phase.

7. **Encourage Active Participation:**
- **Activity Requirements:** Set minimum activity levels to keep players engaged, reducing the likelihood of inactive players becoming unintended kingmakers.
- **Regular Check-ins:** Have moderators prompt less active players to participate, ensuring that all decisions are collaborative.

8. **Role Transparency:**
- **Open Roles:** Consider playing with open roles revealed at the start to all players, which can reduce uncertainty and limit kingmaker potential.
- **Reveal Upon Death:** Automatically reveal roles when players are eliminated to aid in informed decision-making by remaining players.

9. **Game Moderator Intervention:**
- **Monitor Game State:** The moderator can watch for emerging kingmaker situations and adjust the game accordingly, perhaps by accelerating the endgame.
- **Rule Enforcement:** Ensure that all players adhere strictly to the rules to maintain fairness and prevent manipulation.

10. **Alternate Win Conditions:**
- **Secondary Objectives:** Introduce side goals that can offer players alternative paths to victory, reducing the temptation to act as a kingmaker.
- **Shared Victories:** Allow for joint wins under certain conditions, which can minimize the impact of one player's decisions on the overall outcome.

By integrating these strategies, you can design a Werewolf game on an internet forum that minimizes the risk of a kingmaker situation, ensuring a fair and engaging experience for all participants. The key is thoughtful game structuring, clear communication of rules, and proactive moderation to maintain the game's integrity until its conclusion.

Quickly eyeballing it, I think perhaps 1, 5 and 10 are most applicable overall.

I know sometimes the number of players is a problem and games start early. Or the dead body fucks it up, since we had 14 players and 1 dead body that didn't really count for anything in the current game... 🤔

Ways to solve a tie vote seems like a thing that could be needed. A coin toss adds randomness into it, in that situation, and you can't just say X will be the outcome.

And having alternative ways that people can win seems like a great idea, though perhaps tricky to balance. Though I don't so much think this falls in line with things like Cupid or Instigator who override the original win-condition, making them have to win with a different group. I think it's more gunning at options like the Solo Killer not actually killing anyone all game and getting to win with the town, or something like that.
 
  • Hmm
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Jawneh

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Maybe we can add a pacifist solo role who wins if there's both a day and night phase back to back without any deaths.

The pacifist is secretly a demigod who just needed a single day of no bloodshed to attain godhood allowing them to mindcontrol all living beings to stop fighting and killing themselves for all eternity.
 

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.... now that I think about it, if the evils (and murderous town) don't manage to kill willingly or otherwise on night 1, that would require a lynch on day 1. Kind of like a reverse fool. That's frankly kind of neat.
 

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That mad bomber roll seems fun. I think it should work out that if they roll a 10 they win the game (essentially would, at night 4 anyway) and if they roll a 1 they blow up only themselves. Maybe adjust the die to a smaller one depending on how many players are left though, like if there are only 7 players left you wouldn't want a d10, because then anything 6 and up is an automatic win and extremely powerful (unless it's a thing where the mad bomber has a chance to blow themselves up randomly whenever they blow the fuse).
 
Maybe we can add a pacifist solo role who wins if there's both a day and night phase back to back without any deaths

Comedy Laugh GIF by For(bes) The Culture
 

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Before I fully invest in it, is there enough of an interest in having a series of wolf games with tracked statistics?

I tried to do something similar before by scraping old game data, but that was messy.

I'm planning to just start a game using a form/spreadsheet so that all the data stays clean, and I could make meaningful stats around it.

Things like the number of games played, of course, win rate, all that. I'd also be able to quantify how many phases each player has acted in, who everyone targeted the most, how many times each player was executed, splashed, etc.

The main caveat being I'd want to log email on the form to ensure no one is trying to be smart, submitting actions under someone else. But not only do I already have your email, I'm fine with you using a proxy Google account, if you consistently use that while playing.

Edit: also I'm not sharing the input sheet so the email doesn't leave me.
 

Jon

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Before I fully invest in it, is there enough of an interest in having a series of wolf games with tracked statistics?

I tried to do something similar before by scraping old game data, but that was messy.

I'm planning to just start a game using a form/spreadsheet so that all the data stays clean, and I could make meaningful stats around it.

Things like the number of games played, of course, win rate, all that. I'd also be able to quantify how many phases each player has acted in, who everyone targeted the most, how many times each player was executed, splashed, etc.

The main caveat being I'd want to log email on the form to ensure no one is trying to be smart, submitting actions under someone else. But not only do I already have your email, I'm fine with you using a proxy Google account, if you consistently use that while playing.

Edit: also I'm not sharing the input sheet so the email doesn't leave me.
I'm in. I'm a glutton for punishment!
 
Before I fully invest in it, is there enough of an interest in having a series of wolf games with tracked statistics?

I tried to do something similar before by scraping old game data, but that was messy.

I'm planning to just start a game using a form/spreadsheet so that all the data stays clean, and I could make meaningful stats around it.

Things like the number of games played, of course, win rate, all that. I'd also be able to quantify how many phases each player has acted in, who everyone targeted the most, how many times each player was executed, splashed, etc.

The main caveat being I'd want to log email on the form to ensure no one is trying to be smart, submitting actions under someone else. But not only do I already have your email, I'm fine with you using a proxy Google account, if you consistently use that while playing.

Edit: also I'm not sharing the input sheet so the email doesn't leave me.
I don't know exactly what you mean but let's go
 

Ben

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I don't know exactly what you mean but let's go
Really just that it'll be tracked on a Google sheet instead of through PM and poll voting. Everything else would be the same, just the way you interact.

I'd drop this along with the first post. I guess if any of you want to test submission that's fine. I only added player names from the last game, but I'd have a sign up to capture anyone else.

Action Form
Dictionary


Strong Villagers:


Bully

Aura: Unknown

During the day, can hit a player with a rock and give them a concussion. Selection of a player to concuss is made via daytime PM. A player who is concussed will not be able to use their abilities during that day or the subsequent night. If the shadow wolf is in effect, a concussed player cannot vote. If a player is hit with a rock a second time, they will be killed. If the bully kills a player, the bully's role will be revealed to the entire village. The bully can only shoot a rock once per day. The bully gets 4 rocks in total.


Conjuror

Aura: Unknown

Can speak with the dead in a dead forum at night. During the day, can take on the role, powers, and abilities of any dead village team player for use that day, that night, and the following day. During the following day, the Conjuror may choose to immediately take on another dead player's role or wait for the day to end and revert to Conjuror. The Conjuror will lose the ability to speak with the dead while they are taking on another player's role. Cannot take the same player's role twice. If a dead player's abilities have been consumed (such as the witch's potion) they will be consumed for the conjuror. If killed while taking on another role, they will be announced as that role and not the conjuror.


Detective

Aura: Good

At night, can check if two other players are from the same team. The Detective is only told if the players belong to the same team or not. Teams are typically: Villagers, Wolves, Fool, Solo killer. Ability is used at night by PMing the names of the two players the detective wishes to check.


Gunner

Aura: Unknown

Can shoot and kill any player once per day. Two shots max. Their role is revealed to all upon use. Uses their power by posting in bold: "XXXX shoots YYYY".


Jailer

Aura: Unknown

During the day, can select another player to jail at night. Selection is done via PM to me. The player jailed cannot be killed at night via normal evil/solo attacks. The jailer is not notified if their detainee is attacked. The player jailed cannot perform any night actions. The Jailer can kill the player at any time (one kill per game). The jailer can send up to two messages to the prisoner, and the prisoner can send two back. I'll work as intermediary. Messages go Jailer -> Prisoner -> Jailer -> Prisoner. If the jailer decides not to send any messages the prisoners messages won't be sent. If the jailer is nightmared, they can still detain a player. The Jailer will not be able to speak to them or use their bullet. If the jailer is killed at night, the player is immediately unjailed and may use night actions if available.


Medium

Aura: Unknown

Can speak with the dead in a dead forum at night. Can revive any dead player whose role is not masked. (For example, the medium cannot revive a player killed under Confusion status as their role would be reported as "??????"). One time use. Revives at night by PMing the name of the player they wish to revive.


Ritualist

Aura: Unknown

Can speak with the dead at night. At anytime, including the first night, can cast a spell on any player who is alive (except for themselves). The Ritualist at any time can change who is spelled. If the spelled player dies, the spelled player will be resurrected after two phases. For example, if the spelled player is lynched, they will remain dead throughout the next night and day before rejoining the game during the next night phase. If they were a werewolf, they will be revived as a regular werewolf with no powers. The spell will remain after the Ritualist is killed. Only one player may be revived per game.


Warden

Aura: Unknown

During the day, can select to jail two players at night. Selection is done via PM to me. Cannot jail fewer than two players and cannot jail the same player two nights in a row or jail themselves. Jailed players cannot perform any actions at night. Jailed players cannot be killed by normal wolf/solo attacks. Jailed players will be placed in a group chat for the night. The Warden cannot contribute to the discussion but will be given a full transcript. The Warden can choose to give either player a weapon. That player can choose to use it against the person they are jailed with. If a player attempts to use it against someone on their own team, the player using the weapon will die. Otherwise, the other prisoner will be killed. The weapon can only be used once per game, but if not used, the Warden can continue to offer it on future jailings. If the warden is nightmared, they can still detain two players. They will not be able to drop the weapon. If the Warden jails two wolves, the wolves can choose to break free of jail and kill the warden. If the warden is killed at night or the weapon is used, the players are immediately unjailed and may use night actions if available.


Regular Villagers:


Aura Seer

Aura: Good

At night, can see if a player is village team, evil team, or unknown. Some good villagers who live "on the brink of death" will show as unknown. Uses their ability by PMing at night who they want to check.


Avenger

Aura: Good

Can select a player to kill when they die. The attack will always occur when the Avenger dies and cannot be blocked by any other roles. The player to die must be selected by sending a PM prior to death. The selected can be changed at any time. Unlimited uses.


Beast Hunter

Aura: Unknown

At night, can place a beast trap on any player, including themselves. If a werewolf attacks a trapped player, the lowest ranking werewolf will be killed instead of the target. If the solo killer attacks, the trap will trigger but both the solo killer and the person the trap is on will be unharmed. The Beast Hunter is always told if their trap activates. The entire village is told that the Beast Hunter's trap killed a wolf if it does so. This ability is used by PMing the name of the player they would like to place the trap on or move the trap to.


Bell Ringer

Aura: Good

At night, can select two people. If one of them dies (whether at night or during the day) the other player's role will be revealed to them. Can only view one player's role per game.


Bodyguard

Aura: Good

Can save a player at night. The bodyguard takes the place of the person that they are protecting at night. If the Bodyguard or the person they are guarding are attacked by normal evil/solo night attacks, the person they are guarding will be protected and the Bodyguard will be injured. If the Bodyguard is injured again (by either protecting someone that is attacked or being attacked directly) the Bodyguard will die. The Bodyguard will be notified if their protection is successful, but nobody else will be. They use their ability by PMing me the name of the person they wish to protect


Doctor

Aura: Good

Can protect any other player from death at night from normal attacks by evil/solo roles. Cannot protect themselves. Unlimited use. Uses their ability by PMing the name of the person they wish to protect. The doctor will be notified if their protection is successful, but nobody else will be


Farmer

Aura: Good

No powers. Just a normal villager.


Flagger

Aura: Unknown

At night, can select any player to protect (including themselves) and a player to target. Must select both or neither. Any normal (i.e., non-berserk) night attacks by evil/solo players against the protected player will be redirected to the targeted player. Wolf attacks can kill wolves and solo attacks can kill solos if their attacks are redirected to themselves. Wolf attacks still cannot kill solos. The flagger can successfully redirect up to two attacks per game. The flagger cannot redirect attacks in consecutive nights. The village will NOT be notified that an attack has been redirected. The flagger will know if their redirect is successful.


Flower Child

Aura: Good

Can prevent a player from being lynched during the day. One use. Nobody will know why the player could not by lynched. Uses their power by PMing the name of the person they wish to protect anytime during the day


Judge

Aura: Good

During the day, can select a player to convict. Selection must be sent via PM. Conviction will only occur if the village does not successfully lynch anybody. The judge may convict up to two players per game. If the player convicted does not belong to the village team, they will be killed. If the player convicted does belong to the village team, they will survive and the judge will be killed by angry villagers


Librarian

Aura: Good

At night, can select a player to mute for the subsequent day. The muted player will be thread-banned for the entire next day. The Librarian cannot mute the same player for consecutive days. The librarian has unlimited use of this power. If the librarian is killed at night, their target will still be muted the next day.


Loudmouth

Aura: Good

Can select a player to reveal their true role to the entire village when they die. The reveal will always occur when the Loudmouth dies and cannot be blocked by any other roles. The player must be selected by sending a PM prior to death. The player can be changed at any time. Unlimited uses.


Marksman

Aura: Unknown

Has two arrows. At night, can place a target on a player. On any subsequent night, the Marksman can shoot them if the target is not moved. If the target is a villager, the Marksman will die instead. If the target is not on the village team, the target will die. The village will be notified if a Marksman shoots and the result of that shot. The Marksman can place a target/shoot a target by PMing me the name and action.


Preacher

Aura: Good

At night, can select a player. If that player dies, the Preacher will gain an additional vote during the day for the remainder of the game. Can gain up to 3 additional votes for a combined total voting power of 4 votes. Other players will not know that the Preacher has increased voting power, their increased voting power will be added behind the scenes.


Priest

Aura: Good

Can splash a player with holy water during the day. Their role will be announced to everyone upon use. If the player splashed is a wolf, the wolf dies. If the player is not a wolf, the Priest dies. Used by posting in bold: "XXXX waters YYYY". One time use.


Red Lady

Aura: Good

Can visit a player at night. If the player visited is a wolf or solo killer, the Red Lady dies. Cannot be attacked directly and killed at night by wolves/solo if they are visiting. If they visit a player who is killed by wolves/solo, the Red Lady also dies.


Sheriff

Aura: Good

Can watch a player at night. If the player watched is killed by the wolves/solo, the Sheriff will be given two possible suspects for the person responsible for that player's death. If the Sheriff watched a wolf kill, the Sheriff will be given info on the lowest ranking remaining wolf and another villager at random (who may be any role). A jailed wolf will not be selected. The player selected is made at night by PMing a name to watch.


Seer Apprentice

Aura: Good

Initially has no powers or abilities. However, if a seer dies, the apprentice will transform into their role during the day. The following roles count as "seers" for this ability: Aura Seer, Detective, Sheriff, Spirit Seer, Violinist. If the person the Apprentice transformed into is revived, the Apprentice will revert back to an Apprentice with no powers.


Spirit Seer

Aura: Good

Can check one or two players to see if those players killed someone at night. The simply receive a color, red or blue. Blue results means none of the players selected killed anyone. Red means at least one player selected killed someone, if not both. If there is a wolf kill, all wolves will show red except for the Blind Wolf and the Wolf Seer. If the Blind Wolf or Wolf Seer resign their ability they will show red like any other werewolf. A jailed player will always show as blue. This power is used at night by PMing the name or names of the players they wish to check.


Tough Guy

Aura: Good

Can save a player at night. If the Tough Guy or the person they are guarding are attacked by normal evil/solo night attacks, the Tough Guy will be told who attacked them. If it is the wolves, the Tough Guy will be given the identity and role of the lowest ranking remaining wolf. A jailed wolf will not be selected. That wolf/solo that attacks the Tough Guy will also be notified of the identity of the Tough Guy. The Tough Guy will die at the end of the day. The Tough Guy will be notified if their protection is successful, but the village at large will not be aside from the person who did the attacking. If the Tough Guy saves a player from multiple attacks (both the wolves and solo killer), they will see multiple culprits. They use their ability by PMing the name of the person they wish to protect.


Violinist

Aura: Good

At night, can check a player to see if they are the same team as the first player to die the previous night. Lynches occur at the end of the day for the purposes of this check. If nobody died the previous night, the Violinist cannot check anybody.


Witch

Aura: Unknown

Has two potions to give to another player. One can kill any other player at night. One can protect any other player at night from normal attacks by evil/solo players. Potions are consumed if the use is successful. Potions are used at night. It will not be announced who the witch is upon potion use. The witch will be notified if their protection is successful, but nobody else will be.


Wolf team (ranked from low to high):


Wolf Mechanics: Each night the wolves vote to kill someone (Wolf Seer and Blind Wolf cannot vote, the Alpha Wolf gets 2 votes and automatically wins ties). The player with the most votes is attacked. In the event of a tie, the tie is broken by wolf ranking. Higher ranked wolves (higher number below) will win tie votes. If the target the wolves select in the night is killed, all votes for that person are changed to "no vote". It may benefit wolves to tactically split votes in order to avoid killing the same role as someone else. For example, let's say 2 wolves vote the medium and 1 wolf votes the Aura Seer. The medium gets killed at night by the Jailer. The 2 wolves that voted medium automatically have their votes changed to "no one" and the Aura Seer will be attacked since they are the only person the wolves voted for. If all 3 wolves had voted for the Medium, nobody would be attacked.


1. Wolf Avenger

Aura: Evil

Will take another player with them to the grave when they die. The player must be selected by sending a PM prior to death. The player can be changed at any time.


2. Werewolf

Aura: Evil

A normal werewolf. No unusual powers.


3. Shaman Wolf

Aura: Evil

Can select a player to enchant for the night. That player will show as having evil aura and wolf team affiliation. This ability has unlimited uses, but cannot be used if the shaman wolf is the only wolf alive. The player to shaman will be selected via PM.


4. Berserk Werewolf

Aura: Evil

Once per game, can activate berserk status. The wolves' normal nightly kill will be guaranteed to die. Anyone attempting to protect that player is also guaranteed to die regardless of role or role attributes. The berserk can be activated anytime for the current or next night phase by sending a PM. The berserk ends immediately if the berserk werewolf is killed, including if killed by the solo player immediately prior to use.


5. Nightmare Wolf

Aura: Evil

Can cause one player to fall asleep during the night, thus being unable to use any abilities. Up to two uses per game. During the day, must notify by PM the player to fall asleep for the subsequent night. If the medium is nightmared, they will lose access to the dead forum for one night/day cycle. Nightmared players can still vote to skip.


6. Voodoo Wolf

Aura: Evil

At night, can select a player to mute for the subsequent day. The muted player will be thread-banned for the entire next day. The Voodoo Wolf cannot mute the same player for consecutive days. The Voodoo Wolf has unlimited use of this power. If the Voodoo Wolf is killed at night, their target will still be muted the next day.


7. Guardian Wolf

Aura: Evil

Can prevent a player from being lynched during the day. One use. Nobody will know why the player could not by lynched. Analogous to the Flower child. Power used during the day. Uses their power by PMing the name of the person they wish to protect.


8. Wolf Trickster

Aura: Evil

Can select a non-wolf player. Can change the player selected at anytime via PM. If the selected player dies via any means other than werewolf kill, that player will appear to be the wolf trickster and the wolf trickster will take on the aura and team status of the player killed.


9. Confusion Wolf

Aura: Evil

Twice per game, can activate confusion status at night. Anybody killed that night will not have their roles revealed. The wolves will be told the roles of those killed. The wolves still cannot see the roles of those killed by the corruptor.


10. Shadow Wolf

Aura: Evil

Can cast a shadow one time over the town's votes during the day. Must be used with adequate time remaining in the day, at least 12 hours. Usable via PM. Voting for the day's lynch will become private, and wolves votes will be doubled. If the shadow wolf is on the wolf team, the wolves will not be able to communicate with each other privately during the day until the night after the shadow wolf ability has been used. If the Alpha Wolf is in the group, the Alpha Wolf may send private, one-way messages to the team during this period by PMing me.


11. Alpha Wolf

Aura: Unknown

Natural leader of the wolves. Has two votes at night, and automatically wins ties. Does not possess Evil aura. Requires two attacks to be killed. These attacks could be two lynching attempts, two marksman shots, a gunshot and a witch's potion, etc. The village will be notified if the Alpha Wolf has been attacked, but not the manner in which they were attacked, who attacked them, or who was attacked.


12. Blind Wolf

Aura: Evil

Each night can check up to two non-wolf players and gather information about their role. They will be told that their target is one of the following: Regular Villager, Strong Villager, Solo Role (Non-violent), Solo Role (Killer). Selection is made via PM at night. Cannot vote with the other wolves unless the Blind Wolf resigns their ability. Once the ability is resigned it can never return. The Blind Wolf can check, resign, and vote in the same night.


13. Wolf Seer

Aura: Evil

Once per night can select a non-wolf player and see their exact role. Selection is made via PM at night. Cannot vote with the other wolves unless the Wolf Seer resigns their ability to See. Once the ability is resigned it can never return. The Wolf Seer can check, resign, and vote in the same night.


Sorcerer

Aura: Good

The Sorcerer belongs to the wolf team because they are evil, but they are not a wolf. Each night the Sorcerer can select a player and see their exact role. Selection is made via PM at night. Will be part of wolf chat but they cannot post or communicate in it. Using their magical powers, the Sorcerer disguises themselves as an Aura seer. Cannot kill anything at night. Twice per game, during the day, the Sorcerer can reveal a players role that was checked to all wolves. Does not belong to the village team, so the Marksman would kill them. Appears as a villager to the Detective and other seer roles. At any time the Sorcerer can resign their powers and become a normal evil werewolf with no powers. The Sorcerer will then be able to communicate with the wolves and join in on kills. If all of the wolves are dead, the Sorcerer will be automatically resigned as soon as the last wolf dies.


Werewolf Fan

Aura: Good

Is a normal townie. Really wants to be a werewolf. The Marksman cannot kill this player nor can they be killed by the Warden's weapon. Cannot kill at night. The Detective can see that they belong to the werewolf team, but they have good Aura. Werewolves do not know their identity, and they do not know the identity of the werewolves. If they are attacked by the werewolves then they become a regular werewolf with no powers. At any time, the Werewolf Fan can choose to have their role revealed to a player of their choosing. The chosen player will be told the identity of the Werewolf Fan at the beginning of the next night.


Solo team (Non-Violent):


All solo roles will show as "solo team" to roles that check team affiliation, regardless of whether or not they can currently win with the village.


Cupid

Aura: Good

During the first night, can select two players to become a love couple. Night 1 targeting rules will not be applied, they can choose exact players. The coupled players can still win with their original teams, but their first priority is to win together as a couple. Coupled players will show as belonging to their original teams to roles that check team affiliation. Coupled players can win by being the last players alive either with or without cupid. The coupled players will know each other's roles and have private chat ability. They will not know who Cupid is. If one coupled player dies, the other dies as well. If Cupid is alive when the couple dies, Cupid will also die. Cupid dying has no effect on the couple. Cupid can only win with the lovers. It is not required for the village to kill the lovers to win unless a coupled player is evil.


Fool

Aura: Unknown

Wins the game if they get lynched during the day. Loses in all other scenarios. If the fool is the last player alive, the Village wins.


Headhunter

Aura: Unknown

At the beginning of the game they will be given a villager to target at random. If that player is lynched, the headhunter wins. If that player is killed by some other means, the headhunter becomes a villager with no powers (even if the target is revived). If the headhunter is killed, they cannot win as the headhunter even if revived. If the player does not die, the headhunter loses. The following roles cannot be the headhunter target: Gunner, Bully, Priest, Conjuror, Flower Child.


Solo team (Killer):


Alchemist

Aura: Unknown

Cannot be killed by the wolves at night. At night, can give a red potion and black potion to separate players. Both players will be notified that they received a potion at the start of the day. They will not know what color potion they received. The black potion will kill a player sometime during the day. The red potion will do nothing. The red potion is unblockable by any player powers (such as the Doctor or Jailer). The black potion is treated as a normal solo attack. A player receiving a second red potion will die during the day as if they were given a black potion.


Arsonist

Aura: Unknown

Cannot be killed by the wolves at night. At night, they have two options. They can choose to douse two players with gasoline. Dousing is unblockable by any player power (such as the Doctor or Jailer). Or, The Arsonist can light the fire, and every person doused with gasoline dies.


Corruptor

Aura: Unknown

At night, can choose a player to corrupt. Corrupted players cannot talk, vote, or react during the day thread or any other game chat they may be a part of. At the end of the day, the player will die if the Corruptor has not been killed. The player killed will not have their role revealed to the village and cannot be revived. The corruptor cannot be killed by the wolves at night. Cannot stack kills, it's use it or lose it.


Evil Detective

Aura: Unknown

Cannot be killed by the wolves at night. At night, can compare two players. If they belong to the same team, the Evil Detective will be told that both players belong to the same team. If they belong to different teams, both players will be killed. The Evil Detective can compare players against themselves, which always guarantees that the other player will die.


Illusionist

Aura: Unknown

Cannot be killed by the wolves at night. At night, can choose to disguise a player. Any disguised player will appear to be the Illusionist to all seers and will be reported as the Illusionist if they are killed. Disguising is treated as a "normal solo killer attack" for the purposes of being blocked. During the day, at any time, the Illusionist can decide to kill all disguised players. If the Illusionist is killed, all players will no longer be disguised. Players killed by the Illusionist still will not have their roles revealed. Aura: Unknown


Instigator

Aura: Good

During the first night, a random villager and a random wolf be be selected to be recruited by the instigator. These players can no longer win with their original teams and can only win with the instigator. The instigated players will show as part of the Instigator team to roles that check team affiliation. The instigator and their recruits can communicate privately and will know each other's roles. The instigator CAN be killed by the wolves at night. If one recruit dies, the other will die as well. If the instigator's recruits die, they will gain the ability to kill any villager they choose at night. The instigator wins if they or their recruits are the only surviving players.


Serial Killer

Aura: Unknown

Can kill one player at night. Cannot be killed by the wolves at night. Can choose not to kill at night and stack kills for later use.

Notes


Village team:

3x Random Strong Villagers

7x Random Regular Villagers


Note: There will be NO MORE than one person who has a "speak with the dead" role. There will also be no more than one person with a "lock players up at night" role. There may be none of either, but there won't be multiple.


Wolf team:

4x Random Wolves


The werewolves can be any of the numbered wolves (except regular werewolf) listed in the dictionary.


Solo team:

1x Random Killer


Wildcard Role:

1x Random Fool/Headhunter/Werewolf Fan/Cupid


If the Werewolf Fan is selected, one wolf will become the Sorcerer.


Rules:

Nights will be 12 hours and days will be 24 hours. The end of the next period will be clearly posted.


You may edit your posts for clarity. If you edit out an action (like shooting someone) and you get caught I'm killing you.


Votes will be conducted via poll. The poll will close exactly at the deadline. You have unlimited changes until that point. If this sucks we'll go back, even if it's mid-game (not mid-day).


There will be a minimum number of votes required to lynch. Usually this number will be around the number of villagers / 2 - 1. In the event of a tie, nobody is lynched. In the event that the minimum number of votes is not reached, nobody is lynched.


Skips require a skip vote from every player. They'll be posted in the forum as usual. Once you vote to skip, you cannot unskip.


Night events will go in the following priority order regardless of when the PMs are sent to me:


Wolf Nightmare activates

Beast Hunter picks up trap (if moved)

Wolf Shaman/Confusion activates

Medium/Ritualist revive spell

Wolves break out of warden prison

Warden weapon used

Wolf seer/Sorcerer check

Wolf seer/Sorcerer choice to resign

Blind Wolf check

Illusionist disguise

Flagger redirect

Doctor protect

Jailer/Warden protect

Bodyguard protect

Witch protect

Tough Guy protect

Violinist check + gets results

Detective check + gets results

Aura Seer checks + gets results

Spirit Seer check

Sheriff check

Voodoo wolf / Librarian mute

Marksman shot

Witch kill (if not killed by marksman, otherwise potion unused)

Jailer kill (if not killed by marksman/witch)

Red Lady visit

Revived players return from the dead (cannot be targeted by wolves/solo in same night)

Solo killer attack

Wolf berserk mode activates

Wolves kill

Spirit Seer gets results

Sheriff gets results

Beast Hunter places trap

Cupid selection


In the event that two of the same role perform the exact same action, they will both be credited.


Please do not talk about the game outside of the designated threads. This is honor system. When you die, you will gain access to a special forum that is already set up. The player may have access to this forum at night. If you are revived, you will lose access. Please use this forum for all discussion by dead players about the game. Alive players can talk during the main thread during the day.


It is possible, if very unlikely, for the game to end in a tie if every single player is killed. The game also ends in a tie if there are no deaths for three straight days and nights.


Winning Conditions:


Village: Kill all wolves and the solo killer.


Wolves: Kill the solo killer. Once the wolves make up half the total players, the wolves win, regardless of the roles remaining.


Solo Killer: Kill all other players.


Wildcard Role: Satisfy your winning condition. Your winning condition trumps any other that may occur at the same time. (For example, if you lynch the fool and it creates a situation where there are 3 wolves left and 3 villagers, the Fool wins only).

 
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