akkaps
Community Leader
- Mar 20, 2012
- 48,216
- 33,558
- AFL Club
- Carlton
- Moderator
- #1
Werewolf XC - SFA v Richmond
The Rules
At the beginning of the game each player is given a 'role' at random and in secret by myself, the moderator, via PM. Those roles are Villager (good) and Werewolf (evil).
The villagers will greatly outnumber the werewolves — in a 21 player game for example there will only be 3 werewolves — and the aim of the villagers is to identify and kill all the werewolves before the werewolves can kill enough villagers so that #of wolves = #of villagers.
How are players killed?
Each 'turn' of the game will last 24hrs or so and also represents one 'day' of game time, thus a game will go on for several days before it is concluded. There are two 'phases' to every turn of the game;
Night Phase (8pm - 12am) - When the werewolves secretly decide amongst themselves, via PM communication, which villager (one per night) that they shall slaughter and kill and then each inform the moderator of their vote via PM.
Day Phase (12am - 8pm) - After the slaughter has been announced, everybody, villagers and werewolves alike, discusses and ultimately votes publicly in the game-thread upon which player (one per day) that they shall lynch and kill.
Obviously during the day the villagers will want the group to vote for and lynch a werewolf, whilst the werewolves themselves will want not to be lynched; herein lies the fundamental strategy of the game ; can the villagers identify the werewolves whilst at the same time convincing the rest of the group that they're not themselves a werewolf? And can the werewolves convince the group that they're not wolves at all and thus avoid being lynched?
Werewolf Etiquette
There are two main rules which everyone must follow in order for the game to run successfully;
KILLED PLAYERS MUST LEAVE THE GAME
If you are killed at any point during the game then you are no longer allowed to participate. Although I will tolerate bantering, but please do not post anything that could influence peoples decisions.
THERE MUST BE NO PRIVATE COMMUNICATION BETWEEN PLAYERS EXCEPT BETWEEN WEREWOLVES
Between non-werewolves, sending PM's or other forms of private communication concerning the game is not allowed.
Voting
During the Day Phase players must vote for who to lynch, your vote must be formatted in bold like this:Player Name. For those on thier phone, here is how to vote [b]Player Name[/b]. If you do not vote for two 24hr periods in a row, you will be MOD killed.
Upon the voting deadline (end of day-phase) the votes will be tallied by the moderator and whoever has received the most will be lynched and be out of the game: remember, once killed you cannot take further part in the game (including PMs); do not reveal your roles to anyone until the game has been concluded.
Any ties in voting will result in all leading vote-getters being killed. If you miss two consecutive days of voting, you will be mod killed.
What will happen when the two towns merge?
ROLES
Alpha Wereboncer | Alpha Werewolf (1/0) - The leader of the wereboncers has the ability to find out the role of any person in the game and is also part of the voting group of wereboncers
Wereboncer | Werewolf (2/3) - A group of wolves who by day appear as normal villagers but at night get together and kill someone. (All wolves can talk privately with each other)
Son of GodFather | Godfather (0/1) - The leader of the Mafioso and has the ability to find out the role of any person in the game and is also part of the voting group of hit men
Hit men | Mafasio (3/2) - Members of the Mafia who appear as normal villagers but at night get together and kill someone. (all hit men can talk privately with each other)
Wise Guy Sampire | Vampire (1/1) (max of 2 at any time in either village, 3 after the merge) - A group of vampires that start at two to begin with, each night they choose to either kill or recruit, alternating between the two each night. If they recruit a member of another group, that player will turn into another Mole.
The Flogs (3/3) - This will be a group of four people who all know each other, they can talk privately if they wish but cannot contact anyone else.
MobbenSeer | Seer (2) - This person has the ability to see any role of any person in the game.
The Jobe | False Seer (0/1) - This person is told that he is a MobbenSeer, but secretly being fed wrong information.
The Juggilante | Vigilante (1/1) - This person takes it upon themselves to kill someone at night regardless of what the town thinks.
Chief Guardian | Doctor (1/1) - This person has the ability to protect anyone from an action during the night (eg a wolf kill, wolf seer, Juggilante and MobbenSeer) They can only protect a person one night in a row and they can protect themselves.
Good Wildcard (1/1) - The person has the ability to pick whatever good role they like. To be activated at the town merge.
Wildcard (1/1) - The person has the ability to pick whatever role they like, excluding an evil seer role. To be activated at the town merge.
Villagers - Just plain ordinary people who have no special skills
The Dead Boys Club | Dead PM - The place you go when you die. No roles will be revealed in this PM. This is optional for all players.
tl;dr
Hints / Clues
The Rules
At the beginning of the game each player is given a 'role' at random and in secret by myself, the moderator, via PM. Those roles are Villager (good) and Werewolf (evil).
The villagers will greatly outnumber the werewolves — in a 21 player game for example there will only be 3 werewolves — and the aim of the villagers is to identify and kill all the werewolves before the werewolves can kill enough villagers so that #of wolves = #of villagers.
How are players killed?
Each 'turn' of the game will last 24hrs or so and also represents one 'day' of game time, thus a game will go on for several days before it is concluded. There are two 'phases' to every turn of the game;
Night Phase (8pm - 12am) - When the werewolves secretly decide amongst themselves, via PM communication, which villager (one per night) that they shall slaughter and kill and then each inform the moderator of their vote via PM.
Day Phase (12am - 8pm) - After the slaughter has been announced, everybody, villagers and werewolves alike, discusses and ultimately votes publicly in the game-thread upon which player (one per day) that they shall lynch and kill.
Obviously during the day the villagers will want the group to vote for and lynch a werewolf, whilst the werewolves themselves will want not to be lynched; herein lies the fundamental strategy of the game ; can the villagers identify the werewolves whilst at the same time convincing the rest of the group that they're not themselves a werewolf? And can the werewolves convince the group that they're not wolves at all and thus avoid being lynched?
Werewolf Etiquette
There are two main rules which everyone must follow in order for the game to run successfully;
KILLED PLAYERS MUST LEAVE THE GAME
If you are killed at any point during the game then you are no longer allowed to participate. Although I will tolerate bantering, but please do not post anything that could influence peoples decisions.
THERE MUST BE NO PRIVATE COMMUNICATION BETWEEN PLAYERS EXCEPT BETWEEN WEREWOLVES
Between non-werewolves, sending PM's or other forms of private communication concerning the game is not allowed.
Voting
During the Day Phase players must vote for who to lynch, your vote must be formatted in bold like this:Player Name. For those on thier phone, here is how to vote [b]Player Name[/b]. If you do not vote for two 24hr periods in a row, you will be MOD killed.
Upon the voting deadline (end of day-phase) the votes will be tallied by the moderator and whoever has received the most will be lynched and be out of the game: remember, once killed you cannot take further part in the game (including PMs); do not reveal your roles to anyone until the game has been concluded.
Any ties in voting will result in all leading vote-getters being killed. If you miss two consecutive days of voting, you will be mod killed.
What will happen when the two towns merge?
- The game will move from the two threads to the main thread.
- The grouped roles will merge (Wereboncers, Hit men, WGSampires, Flogs) into a new PM.
- The wolves and mafia will only get one kill each per night.
- The WGSampires will only get one action per night.
- The two towns will merge when one of the following happens:
- The grouped roles will merge (Wereboncers, Hit men, WGSampires, Flogs) into a new PM.
- The wolves and mafia will only get one kill each per night.
- The WGSampires will only get one action per night.
- The two towns will merge when one of the following happens:
1. The total number of people left in the game is half (20 people in a 40 person game)
2. An evil group from one town has been killed
2. An evil group from one town has been killed
ROLES
Alpha Wereboncer | Alpha Werewolf (1/0) - The leader of the wereboncers has the ability to find out the role of any person in the game and is also part of the voting group of wereboncers
Wereboncer | Werewolf (2/3) - A group of wolves who by day appear as normal villagers but at night get together and kill someone. (All wolves can talk privately with each other)
Son of GodFather | Godfather (0/1) - The leader of the Mafioso and has the ability to find out the role of any person in the game and is also part of the voting group of hit men
Hit men | Mafasio (3/2) - Members of the Mafia who appear as normal villagers but at night get together and kill someone. (all hit men can talk privately with each other)
Wise Guy Sampire | Vampire (1/1) (max of 2 at any time in either village, 3 after the merge) - A group of vampires that start at two to begin with, each night they choose to either kill or recruit, alternating between the two each night. If they recruit a member of another group, that player will turn into another Mole.
The Flogs (3/3) - This will be a group of four people who all know each other, they can talk privately if they wish but cannot contact anyone else.
MobbenSeer | Seer (2) - This person has the ability to see any role of any person in the game.
The Jobe | False Seer (0/1) - This person is told that he is a MobbenSeer, but secretly being fed wrong information.
The Juggilante | Vigilante (1/1) - This person takes it upon themselves to kill someone at night regardless of what the town thinks.
Chief Guardian | Doctor (1/1) - This person has the ability to protect anyone from an action during the night (eg a wolf kill, wolf seer, Juggilante and MobbenSeer) They can only protect a person one night in a row and they can protect themselves.
Good Wildcard (1/1) - The person has the ability to pick whatever good role they like. To be activated at the town merge.
Wildcard (1/1) - The person has the ability to pick whatever role they like, excluding an evil seer role. To be activated at the town merge.
Villagers - Just plain ordinary people who have no special skills
The Dead Boys Club | Dead PM - The place you go when you die. No roles will be revealed in this PM. This is optional for all players.
tl;dr
- 8pm and 12am (midnight) phase times
- double lynching for tied votes
- miss two consecutive days of voting for a Mod kill
- first day phase starts at 8am instead of 12am
- vigilante can kill on every night
- Wildcards pick their role
- no one is immune at during night phase
- double lynching for tied votes
- miss two consecutive days of voting for a Mod kill
- first day phase starts at 8am instead of 12am
- vigilante can kill on every night
- Wildcards pick their role
- no one is immune at during night phase
Hints / Clues
- there is one evil Seer in each town; and an equal amount of evil of each group in each town.
- there is an equal number of villagers in each town
- there are two MobbenSeer's and one Jobe, though it is not clear which town has which roles
- there is an equal number of villagers in each town
- there are two MobbenSeer's and one Jobe, though it is not clear which town has which roles
Last edited: