Welcome to the fifth installment of the Werewolves Game!
First of all, I just want to say that this game is recommended for players who already played a previous game, or feel that she/he understands how the game plays out fairly well. The rules could get a bit overwhelming if you don't understand the underlying game (which is very simple actually, but might be difficult to grasp if you haven't played before).
The game will begin next Saturday, September 4. Sign-ups are limited to 20 players.
The rules will be largely based on the previous game. There are no new roles or new rules, only tweaks to existing ones. To save time for those familiar with the rules already, here's the tweaks:
Definite tweaks:
a) A tweak to the roles of the Hunters in here the Werewolf Hunter can only protect against werewolf attacks, the Vampire Hunter can only protect against Vampire attacks.
b) The Werewolf Hunter's protection will extend to the daytime in case of a Kamikaze Werewolf attack during a lynching,
OR THE INFECTION BY THE ALPHA WOLF.
c) Stated explicitly that infections are effective against all specials EXCEPT the Werewolf Hunter,
UNLESS THE WW HUNTER ALREADY USED HIS IMMUNITY TO DEFEND FROM A DIRECT WW ATTACK.
Proposed changes/changes for discussion: Those are marked in
BOLD in the rules section. I'm also listing them here for easy reference.
a) Should the specials, after being infected, retain their powers?
YES
b) Should we make it easier for the Vampire and Goth to find each other?
YES My proposal is to reveal to the Vampire and Goth each other's scans the night prior, so they know who not to scan.
I LIKE MORE THE IDEA FLOATED IN THE PREVIOUS THREAD TO HAVE 3 INACTIVE VAMPS TO BEGIN WITH. THEY ARE EQUALS AND ALL SCAN, BUT ONLY TWO OF THEM WILL BE ACTIVE (FIRST PM TO IDENTIFY ANOTHER VAMP COUNTS). WHEN THEY ARE ACTIVE THEY ARE NOTIFIED AND THE THIRD EITHER BECOMES A NORMAL VILLAGER OR BECOMES A ROGUE VAMP, WITH THE ABILITY TO SCAN FOR VAMPS BUT ON THE SIDE OF THE VILLAGERS. IN THIS CASE HE IS IMMUNE TO WW ATTACK BUT NOT TO THE ACTIVE VAMP ATTACK.
THIS WAY EVEN IF ONE OF THE VAMPS IS RANDOMLY KILLED EARLY ON, WE STILL CAN GET ACTIVE VAMPS IN THE GAME.
c) Should we keep the Priest (now called Sorcerer because I came up with a new role that is better-suited to the Priest name. That'll come in another game, however).
FINE
The framework will be the same as the previous advanced games. As a reference, here's links to the previous advanced games:
Werewolves in MRville!
Werewolves Returns to MRville!
[url=https://forums.macrumors.com/threads/989509/]MRville 4: Evil Never Dies
GAME RULES:
THE GOOD GUYS:
The Werewolf Hunter: The Werewolf Hunter can pick a player to protect every night against werewolf
AND VAMPIRES attacks. However, the hunter cannot protect the same player two nights in a row, and cannot protect him/herself. The protection does extend into the daytime, meaning the Hunter can protect a villager from a Kamikaze Werewolf attack
OR FROM AN ALPHA WOLF INFECTION. S/he also has an additional ability to instantly kill any player of his choosing. This ability can only be used once during the game, and is only effective against werewolves or villagers. An attack on a vampire will fail, and the Hunter cannot use the ability again, so choose wisely! Immune to one werewolf attack (T
O KILL OR TO INFECT). Can be killed
OR TURNED INTO A WW if attacked again.
The Vampire Hunter: Same as the Werewolf Hunter,
HE CAN PROTECT OTHER PLAYERS AGAINST VAMPIRE AND WEREWOLVES ATTACKS BUT HIS insta-kill is effective against only vampires and villagers, not werewolves, and he is immune to one vampire attack.
DOES HIS PROTECTION OF OTHER PLAYERS EXTEND IN THE DAY AGAINST WW KAMIKAZE AND INFECTION ATTACK? I SAY YES: IN PROTECTION MODE, BOTH HUNTERS ACT AS BODY GUARDS AND SAVE THEIR PROTEGEE AGAINST ALL EVIL FOR THE DAY. IT'S ONLY WHEN THEY ARE IN HUNTER MODE THAT THEIR POWERS ARE SPECIFIC TO THE PREY
Seer: Seer can find the true role of any ALIVE player.
Undertaker: Same as the Seer, except for DEAD players.
Sorcerer: One-time power (instant) to resurrect any player. SHOULD WE KEEP THIS ROLE?
Villagers: Same as before.
THE BAD GUYS:
The Werewolves: Werewolves can PM each other. They pick one villager to eat per night. There are three kinds of werewolves;
a) The Alpha Werewolf) can at any time during the game, pick one villager to infect. This will convert the villager into a normal werewolf (no special abilities) and join the werewolves' team. The infection is effective against specials such as the Seer and the Undertaker.
(SHOULD THEY KEEP THEIR POWERS AFTER BEING INFECTED?) The infection is not effective against the Werewolf Hunter, however.
b) The Kamikaze Werewolf has the ability to pick any one villager to kill during his lynching. In other words, if he is voted to be hanged, he will take one villager with him (
UNLESS THAT VILLAGER IS STILL UNDER PROTECTION FROM ONE OF THE HUNTERS.)
c) The normal Werewolf has no powers. There will be one normal Werewolf, plus a second one if an infection by the Alpha Werewolf occurs.
Vampire: There will be one vampire. At first, he is a regular villager for all intents and purposes. The only thing he can do is pick a player to scan each night in the hopes of discovering a willing victim, the Goth. Once the vampire discovers the Goth, the Goth will convert into a vampire, and they will, as a team, pick from whom to drink blood.
Each night, I will reveal to the Vampire the Goth's scan the night prior, to encourage a quicker activation of the Vampires. I DON'T LIKE THIS MAINLY BECAUSE IT DOESN'T FIT STORY-WISE: HOW CAN THE VAMP KNOW WHAT THE GOTH SCANNED? I PROPOSED TO START WITH 3 INACTIVE VAMPS OF WHICH ONLY TWO CAN BE ACTIVATED. IT DOESN'T CHANGE THE BALANCE OF POWERS MUCH (STILL TWO VAMPS). THEY HAVE MORE CHANCE TO GET ACTIVATED EARLIER AND LESS CHANCE THAT ELIMINATING ONE EARLY PREVENTS ACTIVATION. THIS IS COUNTER-BALANCED BY THE SEER-LIGHT POWERS OF THE ROGUE VAMPIRE
Goth: Same as the vampire, scans players to find the vampire. Once the Goth finds the vampire, he/she will convert into a vampire. Will take the reigns if the original vampire dies.
Similar to the Vampire, I will reveal to the Goth the Vampire's prior night scans each night. SEE ABOVE, FOR THE 2/3 VAMPS
Note that the vampire(s) are NOT on the werewolves' side, so they will NOT know who the werewolves are, nor will the werewolves know who the vampire(s) is/are. Also, the werewolves and the vampires can NOT kill each other (if one group picks a member of the other group to kill, nothing will happen that night, similar to the result if the player was protected by a hunter). This does not apply to the Goth until s/he has been converted. In other words, the only way for the werewolves and the vampires to kill each other is to get the villagers to do it.
Miscellaneous:
a) Villagers can NOT PM each other.
b) Werewolves CAN PM each other and Vampires CAN PM each other.
c) Players can edit their posts during the game is in progress, however if you edit your post, you MUST give an explanation of why/what you edited.
d) (a.k.a. the jav6454 rule (by the way of -aggie-)

) Dead players can NOT participate in the game - this includes providing information, encouragement, tips or otherwise. This has been an issue in the previous game, so I'm going to be more strict with this. Dead players are eligible to ONE post following his death. This one post follows the same rules as before - cannot influence the game, and so forth. Posts consisting of little more than an image is DISCOURAGED, so please avoid this.
e) Voting for lynching will close as soon as majority is reached.
f) Voting can only take place in the daytime. Any votes made during the night will not be counted.
g) For clarity, when you vote, bold the name of the player you're voting for. This alleviates confusion and makes it easier for me to count the votes. You can also play with this - "I really like Bob, he's a great guy" counts as a vote for Bob You can jokingly vote by not bolding the name - it will not be counted.
h) You can retract and change your vote at any time up to the close of the vote.
i) The game will begin at DAYTIME.
j) There will be a TIME LIMIT for Specials to send in their PMs. The time limit will be 24 hours after the posting of the lynching (NOT after the voting closes) on weekdays, and 48 hours if any of the 24 hours falls on Saturday or Sunday. There is NO time limit for the lynching vote.
HOWEVER, IF THE GAME STALLS EXCESSIVELY (AT MY DISCRETION), I WILL GIVE A DEADLINE FOR REACHING A CONSENSUS. IF NO CONSENSUS IS REACHED, THE PLAYER(S) WITH THE RELATIVE MAJORITY OF VOTES WILL ALL BE LYNCHED
k) This question has came up in the discussion, so here is the turn order during the night:
Seer and Undertaker scans;
Hunters protect;
Vampire/Goth scans (or attacks);
Werewolves attacks.
If the vampires and werewolves pick the same player to kill, then only one person will die that night.