Good Lord man, my deck of cards is already too big! lol
Some nice ideas here, but I'm not completely clear on how some of your cards are implemented (even from your previous set with its explanation sheet). How do you reveal information to certain roles without giving away who they are (Doppelganger, Apprentice, Provacateur and Therianthrope in the new set, etc)? It seems some roles could be more fun if nobody was sure exactly which special villagers were in play, but then we're back to the "how do you inform them" issue.
Then there's the whole vampire issue. How do you notify someone they were killed by a vampire? And how do you keep the Carpenter from just killing the last person to die from "mysterious reasons" each turn, thus keeping the vampire population from spreading. Or, if the Carpenter is killed, how do you stop the Vampires from winning automatically since lynching doesn't kill them.
I just got your email about voting, how you vary the voting method depending on the group you have and modify the inclusion of "voting powers" characters to fit the method in play for that game. Sounds good, now you can let everyone know what you had in mind in creating these roles.
For those who want a good sturdy presentation of your cards, here's what I did. I bought a pack (and now have to buy another one just to get your new cards, thanks...) of full sheet Label paper from an office supply store. The entire sheet is one big label you can cut up to fit after you print the pages on it. I bought 2 decks (now I have to go by another one or two, thanks AGAIN!) of jumbo sized playing cards. Regular sized cards will work if you trim the top and bottom of the printout very closely and you're very careful in the application. I wasn't sure, so I went for the jumbo sized. Just cut, peel, and adhere to the cards. Beautiful!
I have several other nit-picky questions, but I'm a fanatic gamer who's a stickler for any potential ambiguity in rules, so its no reflection on this amazing brainstorm of yours. Once now that I see how your play rules work (they vary for each game), it may clear up some of the questions I have concerning the cards. Looking forward to your spreadsheet on the new roles. You really should think about marketing this...
Congrats!
Jeff Girard / Johnny Courageous Game Fanatic / Wrestler / Musician / Superhero wanna-be
There's an updated Player Aid for all the Werewolves role (player aid v2), which addresses all the new roles.
To answer a couple of your questions regarding Vampires:
There are a couple ways you can notify Vampire victims. First, they'll be told they are dead (and Vampire kills will resemble Werewolf kills- meaning the Village won't know which is which). We have the Moderator tap Vampire victims (upon death- since it takes two nights to make one, they don't know they were selected on the first night). I also have started using additional cards in the game called "The Wire" that I pass out to some or all Players each Day. These cards have messages on them... some are gossip, some are facts, some are lies, some have special messages for the players (like "You're a Vampire now"), or any other thing that is useful for them or the Mod. Then I collect them all after each player reads theirs.
The Carpenter will eventually fall behind. He won't be able to keep up once there are two (or more) deaths per night, and will have to choose which dead players to kill again (in addition to whether or not he wants to kill lynched players too).
Vampires don't die from being lynched, but the do die when killed by Werewolves. And Werewolves are immune to Vampire attacks.
Some nice ideas here, but I'm not completely clear on how some of your cards are implemented (even from your previous set with its explanation sheet). How do you reveal information to certain roles without giving away who they are (Doppelganger, Apprentice, Provacateur and Therianthrope in the new set, etc)? It seems some roles could be more fun if nobody was sure exactly which special villagers were in play, but then we're back to the "how do you inform them" issue.
Then there's the whole vampire issue. How do you notify someone they were killed by a vampire? And how do you keep the Carpenter from just killing the last person to die from "mysterious reasons" each turn, thus keeping the vampire population from spreading. Or, if the Carpenter is killed, how do you stop the Vampires from winning automatically since lynching doesn't kill them.
I just got your email about voting, how you vary the voting method depending on the group you have and modify the inclusion of "voting powers" characters to fit the method in play for that game. Sounds good, now you can let everyone know what you had in mind in creating these roles.
For those who want a good sturdy presentation of your cards, here's what I did. I bought a pack (and now have to buy another one just to get your new cards, thanks...) of full sheet Label paper from an office supply store. The entire sheet is one big label you can cut up to fit after you print the pages on it. I bought 2 decks (now I have to go by another one or two, thanks AGAIN!) of jumbo sized playing cards. Regular sized cards will work if you trim the top and bottom of the printout very closely and you're very careful in the application. I wasn't sure, so I went for the jumbo sized. Just cut, peel, and adhere to the cards. Beautiful!
I have several other nit-picky questions, but I'm a fanatic gamer who's a stickler for any potential ambiguity in rules, so its no reflection on this amazing brainstorm of yours. Once now that I see how your play rules work (they vary for each game), it may clear up some of the questions I have concerning the cards. Looking forward to your spreadsheet on the new roles. You really should think about marketing this...
Congrats!
Jeff Girard / Johnny Courageous
Game Fanatic / Wrestler / Musician / Superhero wanna-be