Inventor | Potions 1-4 | Adoptive Father | Deputy
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- Straight 9 1/2 Inch Rigid Walnut Wand with Thestral Tail Hair Core
- 1/1999 (50)
It wouldn't be a HNZ birthday without a game of WEREWOLF!
Please do not sign up to play this game if you won't be active on the board during play.
This is a forum variation of the popular table/party game "Werewolf" (or "Mafia", "Assassin", etc.).
Players live peacefully in a small village until one night everything goes terribly wrong. It seems werewolves are loose in the town, and every night another person is mauled! The townspeople must unite, weed out the werewolf, and lynch them before any more of the comrades go missing.
The villagers play to kill the werewolf.
The werewolves play to decimate the town.
Who will win in this epic struggle?
How We'll Play:
Signups will begin immediately and close in one week.
Once signups are closed, every player will be sent a PM with their role in the game and, if needed, instructions on how to play their role.
There are two phases during play.
During the day, players talk and discuss suspicions as well as vote for who they want to lynch that day from the village. The player who most of the players vote for is killed. Dead players cannot talk during the day. You're allowed to lie all you want, but no player may at any time "prove" their role by sharing the personal message sent to them. It's all in how you talk.
Everybody goes to sleep - except certain players who go about business at night. Nobody should talk in the topic during night phase.
What are the roles?!
Wolf - You are the enemy in the game. Each night, you are allowed to kill one player. During the day you must blend in with the villagers in order to survive to the end of the game.
Seer - You are a villager with a very special power. Each night, you are allowed to see the role of one player.
Guardian - You are a villager with a very special power. Each night, you are allowed to guard one player from the wolves. If the wolves attack the guarded player, the attack will not occur. However, if you guard the wolf, the wolf will kill you instead of the target. The guardian can't choose to guard the same person twice in a row, so can't just camp someone they think is at risk.
Governor - You are a villager with a very special power. You may submit one name each night in order to make that player lynch-proof the following day. (You cannot choose the same person twice in a row.)
Traitor - You are a villager with no special powers whatsoever. You don't know you are the traitor. However, to the seer you will appear as the wolf. Beware, seers!
Ghost - The ghost is a special role, assumed by the first player killed. After becoming the ghost, said player may communicate with the living once per day, only one letter at a time. They play for the team they were a part of in their lifetime, and may use their powers to either sow distrust or unite the village. (The ghost may not vote in lynchings, and they are not counted as a living player with regards to win conditions - if the village is 2 werewolves and a formerly villager ghost, the werewolves win.)
Villager - A player with no special role. You hunt down the werewolves.
Underdog - 12 players. The underdog assumes the role of the first player killed.
Coward - 13 players. Each night, the Coward may target a player to hide behind. If the Coward is attacked by a wolf while using this ability, he/she will not die. However, if the player they choose to hide behind is attacked, the Coward will die with them. The Coward will also die if they choose to hide behind a wolf.
Fool - 15 players. The fool thinks he/she is a seer, but receives random roles instead of the real ones. Each random role may or may not be correct.
Dire Wolf - 16 players. At 16 players, one of the many wolves pouring into the village will take a liking to one of the villagers, and bond with them. Should this villager be eliminated by any means, the dire wolf will pass as well. The dire wolf may not reveal their bond mate's identity to the other wolves.
Gladiator - 19 players. The gladiator chooses two players to target at night. If those two players are still alive the following morning, they are the only two lynch candidates. (This ability can only be used once during the game.)
Extra wolves - second at 11, third (dire wolf) at 16, fourth at 23.
Friendly neighbour - 24 players. The friendly neighbour may target one player each night. The target will receive a PM from me informing them of the friendly neighbour's innocence. The friendly neighbour does not know the alignment of the player receiving the message.
- During the day, please make it clear who you are are voting to lynch.
- Once you are dead, you may no longer speak in-game at any time, with the exception of the ghost, who can communicate with one letter per day.
- This game is played out of character, so only one account per person. It would be best to keep this account as the one you use for the whole game.
- Ties will result in one of the tied players being randomly lynched. If no votes are cast, a player will be lynched by RNG.
- Due to time zones across the board, each phase will last about 24 hours to give everyone time to plan/plot/discuss/murder.
- There should be no communicating about the game outside of the thread (other than the wolves choosing who to attack)
- Special thanks goes to ElementalAlchemist from IF/ZB Support, who showed that this game could be played on a forum, has worked out a good number of kinks in it, gave us the code to generate game roles and (most graciously) let me copy his summary of each game role from his post in previous games verbatim. Many thanks!
- Credit to MafiaScum.net for several more game roles.
[b]Werewolf Signups![/b][list=1][*] [*] [*] [*] [*] [*] [*] [*] [*] [/list]