Werewolf

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Werewolf is a game of psychology, deception, and deduction.

Werewolf takes place over the course of a series of "day" and "night" cycles, requires at least 8 players plus an admininistrator. Each player has a role assigned to them, and that role determines their faction and abilities during the game. No player may ever, at any time during the game, whether alive or dead, show his role card. He may, however, claim to be whatever he likes. Once a player is killed, he is free to keep his eyes open at night, but may never speak or otherwise interfere with the game.

Set up: Players gather in a circle. An administrator assigns a role to each player.

Day Phase:

The day phase begins with the administrator announcing any deaths from the preceding night. Players then begin discussion. Discussion ends when either a player nominates someone to be lynched, or the administrator, enforcing time restrictions, arbitrarily picks someone to begin nominations.

During the nomination phase, players proceed clockwise around the circle, each nominating someone. You must nominate, and you may nominate yourself. Once all nominations have been cast, the two players with the most nominations are put on trial. In the event of ties, runoffs are held.

During the Trial, the two players who are on trail are each allowed to state their case. Once deliberation has ended, or at any time of the admin's choosing, voting starts. Voting begins with either the first player to cast a vote, or with the player the admin selects. Voting proceeds Counter-clockwise around the circle. The player with the most votes is immediately lynched, and night immediately falls. In the event of a tie, no player is lynched.

Night Phase: All players close there eyes. The Admin then calls on, in order, the following roles: - Succubus - Ninja - Apothecary - Rabble Rouser - Wench - Bodyguard - Werewolves - Howler - Werehampster / Weregerbil / Vampires - Witch - Seer

Additional roles should be inserted with the discretion of the administrator. Keep in mind that the succubus must always go first, the Witch must always go after the Werewolves, and the Wench must go before all characters whose descisions might be affected by the Wench's pick, excluding Succubus and Ninja.

At the end of the night phase, the admin adjudicates all of the events, then invokes the dawn. All events occur simultaneously, except for the Ninja.


Win Condition: - The villager faction wins if they kill all of the werewolves. - The werewolf faction wins if the game is deterministically theirs. Advanced players may take into considerations factors such as the Wench, Romantic, and Witch, in order to determine the actual werewolf win. Less psychotic players may simply use: The werewolves win if, at the beginning of the day phase, there are at least as many werewolves alive as there are members of the villager faction.

Core Roles These should always be in play. - Werewolves (approximately a 1/3rd ratio of werewolves to villager-faction) - Villagers (approximately a minimum of 1 villager per werewolf. - Seer ( 1 per game) - Witch (1 per game) - Bodyguard (1 per game)

Additional roles may be added, as necessary. Here are a few suggestions for role templates: 8 players: - 2 werewolves - Seer - Witch - Bodyguard - 2 villagers - Wench

9 players: - 8 player game + howler

10 players: - 9 player game + villager

11 players: - 10 player game + Romantic, Succubus, or WereHampster

12 players - 10 player game + Villager and WereGerbil

15 players - 3 Werewolves - Howler - Seer - Witch - BodyGuard - Romantic - Wench - 4 Villagers - Apothecary

20 players - 4 Werewolves - Howler - 8 Villagers - Seer - Witch - Bodyguard - Romantic - Wench - Ninja - WereGerbil


Roles:

Admin: - The admin runs the game. He needs to know the roles of all players, and must understand the rules and consequences of the game. If a role is out of the game, the admin must call on that role during the night as if the role was still alive, so as to not reveal any information.

Seer: The seer points to some living person. If that person is part of the werewolf faction, the admin gives them a thumbs-up, otherwise a thumbs down. If the person is a third faction, the admin indicates appropriately.

Bodyguard: The bodyguard selects someone to protect during that night phase. That person cannot be eaten by werewolves.

Witch: Each night, the admin reveals the person who the wolves have targeted to eat. Once per game, the witch may choose to save that person. Once per game, the witch may choose to kill someone.

Werewolves: Each night, the werewolves must come to consensus on a target. Unless there is intervention from the bodyguard or witch, that target dies at daybreak.

Howler: Howler is a werewolf with a perk. He's fearsome. After the werewolf phase, howler keeps his eyes open for an additional phase. During this phase, howler _may_ pick someone to silence. If he doesn't pick a target, the admin still simulates a silencing action. Howler's target is tapped by the admin. That target is disallowed from all verbal and nonverbal communication during the coming day, with the exception that if the question of if he is muted is presented, he may raise his hand. He may still vote and nominate, but may not begin voting or nominations. If he engages in any communication what-so-ever, he immediately dies of a heart attack. Howler may not target the same person on two consecutive nights.

Apothecary: During the night, the admin gives the apothecary a thumbs-up if the lynching victim of the day was a wolf, a thumbs-down if of the villager faction, and another appropriate symbol if a different faction.

Wench: During the night phase, the wench must select a person to sleep with. For the duration of the night phase, if either the wench or the wench's bedfellow should die for any reason, both die. If the wench sleeps with a werehampster, weregerbil, or vampire, the wench contracts the disease, thus become a wench-were___ hybrid. this does not apply to werewolves. The wench's target is notified via tapping by the admin, however does not know who the wench is.

Romantic: At the beginning of the game, the romantic picks a lover. Both open their eyes and recognize each other. For the duration of the game, neither may ever vote for or nominate each other. If one dies, the other dies immediately.

Ninja: The ninja should only be used in games of 14+. His purpose is to drastically shorten the duration of the game. Each night, the ninja picks a target. That target publicly and immediately dies, and may not participate in the remainder of the night phase.

Rabble Rouser: During the night phase, the rabble rouser may choose to rouse rabble. He may only do so once per game - once he has, he doesn't need to be called on any more. The admin asks him, at night,if he'd like to rouse rabble. If he gives a thumbs up, then rabble rousing is in effect. During the next trial phase, both defendants are immediately lynched without discussion.

Masons: There must be at least 2 in the game. At the start of the game, during the first night, all masons open their eyes to identify each other.

Succubus: Once per game, the succubus may seduce someone. This seduction causes the succubus's target to lose their designated role and immediately revert to a villager. The succubus permanently obtains whatever role was stolen. Should the succubus target a villager, the succubus's power is not wasted.

Vampire: Details pending.

Werehampster: The werehampster is a third faction. The werehampster wins if, at the end of the game, the werehampster is still alive. For evaluation werewolf/villager win conditions, the werehampster is considered a villager. If the seer targets the werehampster, the seer becomes a werehampster as well.

Weregerbil: The weregerbil faction wins if weregerbil numbers are ever greater than or equal to both the number of werewolves in the game, and the number of villager-faction characters in the game. During the night phase, the weregerbil may choose to bite someone. If the weregerbil bites a villager, that villager immediately becomes a weregerbil. If the weregerbil bites a werewolf, the youngest weregerbil immediately dies. If the weregerbil bites anyone else, there is no effect.

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