I was introduced to this game last Thursday night, and it really captured my imagination. Since uploading that image I've created a dozen additional roles too (and I made a couple minor tweaks to a couple roles in the image). I've been printing out the cards all week. After playing it (and the game I played had only werewolves, villagers, Seer and "Bodyguard"), I was determined to see if I could come up with an original role. I was delighted to see so many that were out there... but I did manage quite a few of my own. I've also modified several of the pre-existing roles, since I felt some were either a little unbalanced or worked better with this set in other ways. And some just had a few name changes. I'm about to start working on an expansion that adds a new dynamic to the game, and if I can make it work, I'll upload all that too.
Not yet. I am up to 92 roles or so. When I have 100, I'll be uploading a spreadsheet that explains them all, along with a turn order cheat sheet for the Moderator, and some recommendations for which roles to use in which order to add them in.
I was introduced to this game last Thursday night, and it really captured my imagination. Since uploading that image I've created a dozen additional roles too (and I made a couple minor tweaks to a couple roles in the image). I've been printing out the cards all week. After playing it (and the game I played had only werewolves, villagers, Seer and "Bodyguard"), I was determined to see if I could come up with an original role. I was delighted to see so many that were out there... but I did manage quite a few of my own. I've also modified several of the pre-existing roles, since I felt some were either a little unbalanced or worked better with this set in other ways. And some just had a few name changes. I'm about to start working on an expansion that adds a new dynamic to the game, and if I can make it work, I'll upload all that too.
Jack
Hey Jack! Sorry I lynched you during that Werewolf game. The cards look great.
I believe that in this version all the Villagers have there own special characters and abilities so there are no "generic" villagers. We have a similar set that we have made in our group and EVERYONE has some sort of special text. If you look close, they all have a sub-title under the picture that states if they are a "villager" or not.
Nice set by the way! My friend just used this "magic" card generator and some simple graphics for ours...this is a cleaner and much prettier set.
Many of the cards indicate Villager status, but as was mentioned, I wanted to give everyone a little something they can do (or should do). I TOTALLY recognize the value of not having so many special abilities, especially with a relatively small group (say 8-15). I have purposefully made some Villagers that essentially have no ability that I would add to a smaller group (I will outline those elsewhere). They only do something with large groups, and that way I don't have to make any cards that just say "Villager". I didn't mind being "just a villager" it that first game, but if we'd played several games and I had kept ending up as "just a villager", it would have lost some of its appeal. And again, some Villager cards in this set have discussion "abilities" (or in some cases restrictions)... like "Give an opinion about who you think is a werewolf". This isn't so much an ability, and I don't think it disrupts play at all... it does get things going in case that needs to happen. Probably it doesn't, but it still makes me feel like it isn't a plain old Villager who doesn't do anything (not that there's anything wrong with that!).
By the way, I now have 100 unique roles in this set. I am testing some out tonight, and then I will upload for all who want to share in the delights (and insanity).
Last night's playtest went very well. I have ended up tweaking just one of the roles (actually giving it a tiny bit more to do). And, per Rishi's suggestion, I am adding in a number of Villagers that have no abilities as well, that way newer players won't be overwhelmed. Besides, at 8 roles per page, the math worked out that I needed to add in some more anyway... Sure, I could try to come up with even more roles, but at some point I have to stop. Must stop... need help...
After seeing this picture on the frontpage of BGG and reading some of the functions on the cards, I immediately handed out a firm thumb. Brilliant work and as I consider Werewolf one of the greatest party games (what else has both acting / lying and things like persuasion and knowing one another in such a small package?), I am looking forward the spreadsheet and all the new characters
As you only mentioned that spreadsheet, I don`t think you will be releasing the splendid cards + artwork too? Just asking as I don`t think it has been asked before
I uploaded 15 pages of PDFs of the cards. That's over 100 roles, and two markers for the Moderator to use. Once they are approved, they'll be available for all. Enjoy!
15 pages? Blimey! Not sure if I can speak for everyone on BGG (hope I can for this particular case) but thanks a lot! This is incredible stuff for Werewolf lovers
Those cards look great. They're a little hard to read at this scale, but the images and fonts look very nice. My only criticism is that you have changed the names of some well-established roles. For example, the Hunter is a very common role that allows the villagers to win if they reach a point of equal numbers with the wolves. (Normally the wolves would win in that situation.) It's an interesting and useful role, and I think some players might be confused by your version of the Hunter (not there is anything wrong with the ability -- it should just have a different name).
Also, the ability you assigned to "Shaman" is actually well known as the "Sorceror", at least in the BGG Werewolf forums. I'm not sure if some of the published rules use different names, but I've only ever seen that ability with the name Sorceror, and it's an ability that's in almost every game.
After looking over so many different versions, I found roles that had the same names but worked differently (Hunter was one), and same roles that had different names (Sorcerer was one of those). So, ultimately I went with things that made the most sense to me. I preferred the name Shaman over Sorcerer (and other monikers)- and the same held true for a few other roles (I definitely like Matchmaker more than Cupid). I don't expect to change people's minds... I just made it for myself, and anyone else that gets a kick out of it is welcome to partake.
All the cards are now available. Some folks have been sending me their own role ideas that aren't in the set, so I made be adding a supplemental upload in the near future.
I used quite an assortment of different fonts (I have about 800 on my computer, so it seemed like a good time to play around). The font I used for all of the different Werewolves was a font called... wait for it... "Werewolf". How could I resist?
I didn't go through them all but hothead perplexed me. You cast the first vote if no one has already? I think every role has that ability.
There's no requirement that everyone votes, at least not in any games I have played. Every once in awhile, there's a bit of a standoff as people wait to see who will vote first (and for whom). If the Hothead is in the game, that issue is settled. He gets the votes going. Certainly it isn't going to happen a lot, but when it does happen, it gets things moving.
I realize it isn't a very exciting role... but several of the roles in this set are designed to be just slightly more involved than a Normal Villager. This is a prime example.
Can someone help me remember a game name. I was reading about it just a few days ago. It was metioned along with Werewolf so I thought somebody here might know of it. It's a group game. 2 or 3 teams. Some players have a pistol. Some have two pistol. Someone has a shot gun. Someone has a knife. Someone has a kevlar vest. The players walk around the room until a moderater (?) says freeze. Then players start shooting in a certain order. The knife guy can stab someone if he's close enough. The kevlar guy survives the first shot. Does anyone know the name of this game?
How do you print these? I am wanting to make my own customized deck as well for a werewolf-like game called Mafia, complete with new characters also. Did you print these yourself, or get them custom-printed onto playing cards?
How do you print these? I am wanting to make my own customized deck as well for a werewolf-like game called Mafia, complete with new characters also. Did you print these yourself, or get them custom-printed onto playing cards?
Bryan
I just printed them... they are PDFs on this WW site... I print onto cardstock and laminate them.. you can also print to paper and then use card sleeves.
Can someone help me remember a game name. I was reading about it just a few days ago. It was metioned along with Werewolf so I thought somebody here might know of it. It's a group game. 2 or 3 teams. Some players have a pistol. Some have two pistol. Someone has a shot gun. Someone has a knife. Someone has a kevlar vest. The players walk around the room until a moderater (?) says freeze. Then players start shooting in a certain order. The knife guy can stab someone if he's close enough. The kevlar guy survives the first shot. Does anyone know the name of this game?
I know I'm coming a bit late, bit it's Cash and Guns: Live.
By the way, I appreciate the effort of making these cards but remember that giving out too many roles makes the game unwinnable for the wolves since everybody can just claim their role and leave couples of people claiming the same role (the wolves cannot claim a generic "villager"). This will give away the wolves.
We play you can't announce your role, which takes care of that issue. But the other thing is the nature of a lot of the roles makes it difficult for the group to take someone at their word. There are non-werewolf roles that want the werewolves to win. The Seer can check them, but their alignment isn't revealed.
We just to tend to prefer a more subtle approach to playing. If a player announces right off that he is the Seer and so-and-so is one role or another- they really just set themself up to be the next victim. The key is trying to influence the discussion without giving yourself away.
If a player announces right off that he is the Seer and so-and-so is one role or another- they really just set themself up to be the next victim.
Yeah, this is the natural disincentive to blindly claiming your role in a regular game. The question is what happens when claiming your role gives your team an advantage, which it often will.
Does your group consider claiming your role against the rules, or just not how we play?
For those who do not like to play that way a solution could be:
1 Determine the number of good roles and draw random cards for them face down. 2 Attach blank cards to each of those cards 3 From the leftover good roles draw random cards dace down equal to the number of wolves 4 Attach a wolf card to each of those 5 Distribute the cards
Each player now has two cards in his/her hand. The blank cards do nothing but are there to make sure that everyone in the game is holding the same amount of cards.
Wolves now have a good special role in addition to their wolf card. They do not have this role and cannot play their abilities. However they can claim this role as a cover role since they know it is not actually in the game so they won't be countered. This adds a whole new layer of strategy to the game and eliminates the rule where you can't claim your role.
We play role reveal of live players is against the rules. In fact, we have a role that allows role reveal when a player is killed- otherwise, you don't reveal at all. There are a number of villager roles that do nothing (so not everyone has an ability). A number of roles deal strictly with voting. The set we use is designed for play with really large groups too. When it's only around 12-20 players, we tend to use the Lost deck instead (since it keeps dead players in the game).
We play role reveal of live players is against the rules. In fact, we have a role that allows role reveal when a player is killed- otherwise, you don't reveal at all. There are a number of villager roles that do nothing (so not everyone has an ability). A number of roles deal strictly with voting. The set we use is designed for play with really large groups too. When it's only around 12-20 players, we tend to use the Lost deck instead (since it keeps dead players in the game).
The problem is that you can't enforce those rules. People could 'hint' at their roles and then the mod would have to start making decisions on whether a specific hint is a breach or not. Those hints do not even have to be made consciously.
We play role reveal of live players is against the rules. In fact, we have a role that allows role reveal when a player is killed- otherwise, you don't reveal at all.
There's a difference between revealing and claiming, though.
Is the Seer allowed to say "I'm the Seer and I know Bob is a wolf"?
Is the Seer allowed to say "I know Bob is a wolf"?
Is the Seer allowed to say "I think Bob is a wolf"?
Is the Seer allowed to say "I really, really think Bob is a wolf, nudge nudge wink wink"?
We play role reveal of live players is against the rules. In fact, we have a role that allows role reveal when a player is killed- otherwise, you don't reveal at all.
There's a difference between revealing and claiming, though.
Is the Seer allowed to say "I'm the Seer and I know Bob is a wolf"?
Is the Seer allowed to say "I know Bob is a wolf"?
Is the Seer allowed to say "I think Bob is a wolf"?
Is the Seer allowed to say "I really, really think Bob is a wolf, nudge nudge wink wink"?