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Subject: Game 2000 - main thread - game over rss

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Greg Wilson
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The wolves gathered rarely. But when the hunter's moon shone full, out they came. Slinking from their hiding places to the ruined henge where, so many moons ago, their ancestors had gathered and plotted the downfall of mankind.

Without the numbers or strength of old, they knew they would never again be such a threat. The villagers had rebuilt, while the wolves had only survived, and barely that. But still, loyalty to the pack brought them together, to huddle around the fire and dream of what might have been.

"Pathetic whelps."

Ears twitched, muzzles snapped. Someone was approaching the circle of wolves, cloaked and bent and...human.

"Look at you. Once the werewolves came close to taking this land. The people were driven back to Huntercombe, near-beaten, your teeth at their throats. And now...mongrels and outcasts and throwbacks, all of you. Skulking in the shadows for fear of those who should be your prey. Your ancestors would put you down themselves out of shame."

A warning growl had gone up from the wolves. The largest of them, red-furred and looming, stalked up to the figure, sniffed at it, and finally spoke.

"Lessened we may be, crone, but we live. Who are you to lecture us on our sires’ failures? And why should we not tear you apart as we would any interloper?”

Lowering her hood, the old woman met the wolf’s gaze, glaring up at it without fear.

“To the first...because I was there, whelp. Because I saw how close your kind came, before the woodcutter rallied the last of the villages and put the wolves to the axe and the fire and the gallows.”

A whisper went around the circle. The survivor. The sorceress.

“And to the second,” she continued, “Because I have not been idle throughout these generations since. There were others, back then. Cubs hidden away by the packs of old, to carry on the bloodlines should the wolves fall. I have sought them out and brought them together.”

And now the wolves became aware of others circling on the edge of the firelight, hulking shapes in the shadows. The sorceress waved her staff at them, addressing the whole pack now.

“They have grown, of course, these many years. Purebloods all, pack-leaders by their very nature. They are your ancients, and with their strength you will once again rise up and bring the villages to their knees. For too long you have hidden and scavenged. Tonight you hunt.”

And for the first time in living memory, a howl went up, echoing through the night beneath the blood moon.
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Re: Game 2000 - main thread - no posting!
The basics:

There are two teams in the game. The good team, also known as the village, is the uninformed majority. The evil team, also known as the wolves, is the informed minority.

Good wins if all wolves are eliminated. Evil wins by reaching parity; that is, if there is at least one wolf alive and the number of wolves in the game equals or exceeds the number of good roles.

The game is divided into day and night phases. A day starts at Dawn and ends at Dusk. The day is when voting takes place, along with most of the discussion. Nights are shorter, starting at Dusk and ending at Dawn.

Lynch takes place at Dusk. Whoever has the most votes will be lynched. Special abilities are resolved at Dawn.

Dusk is at 4PM geektime. Dawn is at 5PM geektime.

Village threads:

The game will be divided into several threads, known as 'villages', with each player assigned to one village. You may only read your current thread, and the Cassie page for that thread.

Each village has its own lynch. Votes and orders may only target players in the same thread. Wolf packs may target a kill within a thread so long as they have at least one member present in that thread.

Villages may be abandoned, resulting in the survivors of that village being randomly assigned to different villages at dawn. Note that this will permanently remove the abandoned village from the game, and thus reduce the number of lynches each day by one.

If players believe that there are no wolves remaining in their village, they may vote no-lynch. If the no-lynch option wins the vote, nobody will be lynched and the village will be abandoned at dawn.

As the game progresses villages will also be abandoned automatically if certain conditions are met, based on variables including the number of players remaining in the village, the total number of players remaining in the game, the current parity state, and the current day.

Initial assignment of players to villages will be mostly random, with the following provisos:

Mason pairs will always start in different villages
Lover pairs will always start in the same village
Wolf Cubs will always start in the same village as a member of their pack
Every village will start with at least one wolf
No village will start out already at parity

Wolf packs:

Wolves will be divided into a number of named packs. No pack will start with fewer than two wolves or more than four.

Each pack has its own chat and night-kill. A wolf pack may choose a night-kill target from any thread in which that pack has a member.

At the start of the game each pack will be informed of all other wolves. This list will not distinguish between Wolf Cubs, Werewolves and Ancient Werewolves, and will not separate wolves by pack.

If a wolf pack falls below two members, the pack will be broken up at dawn. Any remaining wolves from broken packs will be adopted into a different pack at dawn. Note that this permanently removes the broken pack from the game, and thus reduces the number of night-kills by one.

Role reveals:

There is full role reveal. When a wolf is eliminated, its pack name will also be revealed. When a variable role is eliminated, the role revealed is its role at time of death.

So an unpromoted Apprentice will reveal as Apprentice, but a promoted Apprentice will reveal as Seer. A wolf who has been adopted into a new pack will be revealed as a member of its current pack, not its original pack.

Other rules:

You may only read your current thread.

Do not delete posts.

Do not edit any post for content. Minor edits, for example to fix typos or quote tags, are acceptable, but please note what you edited. Do not edit vote posts at all.

No encryption. No white text. No size-zero text. No out-of-game communication.

Do not quote from private chats, including mod chat, or copy/paste any information from Cassie or another thread. Paraphrasing is fine.

Do not post between Dusk and the lynch result. Do not post between Dawn and the kill result. Do not post after you have been eliminated.

I expect players to treat each other with respect and civility. Insults and abuse will not be tolerated. If you can't play nice, don't play.
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Re: Game 2000 - main thread - no posting!
Roles:

The following list shows all the roles which may be present in the game. It is not guaranteed that all roles will be present. The number of each role present is not public knowledge.

Evil roles:

Werewolves begin the game as members of a wolf pack. They share a wolf chat with their pack, and jointly control a night-kill order.

Ancient Werewolves are the same as standard Werewolves, but with two additions. They count as two wolves for parity purposes, and if eliminated they may use a retaliatory kill to take one target down with them.

Wolf Cubs are loyal to a wolf pack. They start knowing the members of that pack, and will share a thread with at least one member of that pack. The first time a member of that pack is eliminated, the Wolf Cub will be promoted to Werewolf at Dawn.

Sorcerers view a target each night and are told at Dawn whether that target is a seer or not. This includes both Seers and Apprentices. They start with a random negative view.

Good roles:

Villagers are the standard unpowered good roles. They have no special abilities beyond their wits and numbers.

Seers view a target each night and are told at Dawn whether that target is a wolf or not. This includes Werewolves, Ancient Werewolves, and Wolf Cubs. They start with a random negative view.

Apprentices begin the game with no abilities. When a Seer dies, a randomly-selected Apprentice will be promoted to Seer at Dawn.

Woodcutters may use a retaliatory kill to take one target down with them if eliminated.

Martyrs may protect a target each night. If the wolves attempt to night-kill that target, the Martyr will be killed instead. Martyrs cannot protect against lynches or retaliatory kills.

Masons exist in groups of two or three. Each group shares a chat, allowing for communication across villages. Masons always start in different villages.

Lovers exist in pairs, each pair sharing a private chat. Each pair of Lovers will always be in the same village, and if one Lover dies so does the other.
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Re: Game 2000 - main thread - no posting!
Rules questions:

Can an order be targeted at a player in another thread?
No.

What happens if my order is not entered or has an invalid target?
You get no action. I will not be giving random kills or negative views in the case of missed orders.

Are retaliatory kills optional?
Yes. If the order is cancelled, the kill will not take place. Otherwise it will hit the last target given.

How do multiple martyr protections interact with multiple kills?
Kills will hit martyrs on a one-for-one basis. Each martyr can redirect one kill. Each kill can hit one target.

If there are more kills than martyr protections, leftover kills will hit the original target. If there are more martyr protections than kills, the kills will be assigned to martyrs at random.

What are the commands for the various orders in Cassie?
View, Protect, Kill, Retaliate

How are the role types listed in Cassie?
Apprentices are listed as 'latent seer'. Woodcutters are listed as 'vigilante'. Everything else matches the role name.

Where are my chats?
Modchats are on the individual village pages. Group chats (wolves, masons, lovers, deadchat) are on the overall game page.

What am I allowed to read?
This game thread, and the Cassie page for this game thread. Your village thread, and the Cassie page for that village thread.

Can Seers distinguish between Wolf Cubs, Werewolves, and Ancient Werewolves? Can Sorcerers distinguish between Seers and Apprentices?
No and no. On a positive hit they're just told the target is a 'wolf' or 'seer' respectively.

What happens if there's only one wolf left in the game?
That last wolf will remain in a pack on its own and continue to control a night-kill.
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Re: Game 2000 - main thread - no posting!
Starting village allocations:

Huntercombe:
Sigafoos
Phelanpt
oloughma
benjro
hibou
redshark92
Melsana
Livia
HanClinto
GrimJester
saraccog1
StatSig
CrimsonFox
Gelatinous Goo
linguistfromhell
jmilum
davidenkinderen

Upper Slaughter:
eddie_drood
zd00
brhees
trilogist
pilotbob
TheSparky
lvoverride
mmesich
WyantJM
tcrudisi
idod99
Vanderscamp
nicch
DeMorcerf
Ruga
clockworkd

Modbury:
Jythier
RCSparrow
Laladien
Melriken
Irina_Phoenix
Tarrant
annab
twomillionbucks
Kingsajz86
Urza47
desired_hanyou_aly
Belash
jamgar
kristiefix
Veni Vidi Vici

Cassington:
PeteVasi
Mr Mauve
Dake
shawnad2006
ChickenSedan
Duikertje1990
worshipsf
Valkerie32
Robb
saberwolf13
rgatti
TommyDanger
zeebo30
Chronomodra
nickismyname

Hangmans Hill:
Vidarrr
ZenMonkey11
Dekal
Bakatron
greek2me
zenyoul
ohgrande
Elaur
bluevelvet1
adiamant
violintides
auramine o
jageroxorz
gdapkus
chardir

Moons Green:
mfl134
shushnik
nswoll
saraxsr
KnightDragon
hatcat
nolemonplease
LudesFactor
riot
Ziilch
Fugue
snapphanen
thatfedoraguy
Rhanddom
Skwid8

Alternates:
dbmurph22
Avin
yiatzi
bluelise
(Kit Kat)
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Re: Game 2000 - main thread - no posting!
Reserved
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Re: Game 2000 - main thread - no posting!
Reserved
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Re: Game 2000 - main thread - D1
Game on!

This thread is intended for questions and mod announcements. Please keep it free of banter and discussion. Thank you.
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RIOT
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Re: Game 2000 - main thread - D1
There is mention of a "travel" command in the questions post as well. What is it?
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Re: Game 2000 - main thread - D1
Those are all remnants of an earlier version of the rules. I'll fix them.
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Re: Game 2000 - main thread - D1
Mod

Here is says:

Quote:
At the start of the game each pack will be informed of all other wolves. This list will not distinguish between Wolf Cubs, Werewolves and Ancient Werewolves, and will not separate wolves by pack.


In roles it says:

Quote:
Werewolves begin the game as members of a wolf pack. They share a wolf chat with their pack, and jointly control a night-kill order.

Ancient Werewolves are the same as standard Werewolves, but with two additions. They count as two wolves for parity purposes, and if eliminated they may use a retaliatory kill to take one target down with them.

Wolf Cubs are loyal to a wolf pack. They start knowing the members of that pack, and will share a thread with at least one member of that pack. The first time a member of that pack is eliminated, the Wolf Cub will be promoted to Werewolf at Dawn.


Do all Werewolves, Ancient Werewolves, and Wolf Cubs know all of the other Werewolves, Ancient Werewolves, and Wolf Cubs?

From what I read above, a Wolf Cub knows the wolves specific to their pack and each pack knows every other max evil in the game, including their cubs, but don't differentiate between them. Correct or incorrect?
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Re: Game 2000 - main thread - D1
Correct.

Wolf Cubs only know the other members of their pack.

Werewolves and Ancient Werewolves get a list of every wolf in the game (Werewolves, Ancient Werewolves and Wolf Cubs) but they don't know who is what.

Since these lists are posted to wolf chats, Wolf Cubs will gain this knowledge upon promotion.
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Re: Game 2000 - main thread - D1
[Dusk]\nPlease do not post until your moderator has.
 
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Re: Game 2000 - main thread - D1
We are looking for a player to replace hatcat. Please go to http://www.thecassandraproject.org/jeremy/werewolf/game/1123... to replace the player.
 
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Re: Game 2000 - main thread - D1
We are looking for a player to replace Skwid8. Please go to http://www.thecassandraproject.org/jeremy/werewolf/game/1123... to replace the player.
 
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Re: Game 2000 - main thread - D1
We are looking for a player to replace trilogist. Please go to http://www.thecassandraproject.org/jeremy/werewolf/game/1123... to replace the player.
 
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Re: Game 2000 - main thread - D1
We are looking for a player to replace RCSparrow. Please go to http://www.thecassandraproject.org/jeremy/werewolf/game/1123... to replace the player.
 
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Re: Game 2000 - main thread - D1
We are looking for a player to replace bluevelvet1. Please go to http://www.thecassandraproject.org/jeremy/werewolf/game/1123... to replace the player.
 
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Re: Game 2000 - main thread - D1
We are looking for a player to replace Vidarrr. Please go to http://www.thecassandraproject.org/jeremy/werewolf/game/1123... to replace the player.
 
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Re: Game 2000 - main thread - D1
dbmurph22 has replaced Skwid8. If you have (un)voted Skwid8 since the last Cassandra vote tally, please [unvote all] and revote your current choice just to make sure Cassy counts it correctly.
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Re: Game 2000 - main thread - D2
Skwid8 no longer needs to be replaced.

dbmurph22 has replaced hatcat.
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Re: Game 2000 - main thread - D2
miraria has replaced bluevelvet1. If you have (un)voted bluevelvet1 since the last Cassandra vote tally, please [unvote all] and revote your current choice just to make sure Cassy counts it correctly.
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Re: Game 2000 - main thread - D2
BlackSheep wrote:
You may read threads you've been in previously. You may not copy-paste or quote directly from them. You may paraphrase or summarise.


Sorry for the confusion. I blame the fact that it's gone one in the morning.
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Re: Game 2000 - main thread - D2
bluelise has replaced Vidarrr. If you have (un)voted Vidarrr since the last Cassandra vote tally, please [unvote all] and revote your current choice just to make sure Cassy counts it correctly.
 
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Re: Game 2000 - main thread - D2
yiatzi has replaced RCSparrow. If you have (un)voted RCSparrow since the last Cassandra vote tally, please [unvote all] and revote your current choice just to make sure Cassy counts it correctly.
 
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