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Subject: Journey through night order: A ONUWW review rss

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Doppleganger wake up. Choose who you want to copy.

One Night Werewolf is a social deduction game which takes its theme from a popular game, Werewolf. Although the base concept of social deduction is the same, the game plays out differently than Werewolf. Thus while the name is factually correct, the game should be considered on its own, rather than a shorter version of another game.

In this journey through night order, I'll review the game mechanics, explain how it differs from Werewolf, and show there's more deduction than you might have guessed.

Doppleganger, go to sleep.


Werewolves, wake up and look for other werewolves.

For those unfamilar with Werewolf, players secretly get a role at the beginning of the game, At game end, Village roles want to give most votes to a werewolf player, and werewolf roles want to prevent this. Thus, village roles want to determine who werewolves might be, and vote them off.

Through a night phase, players (including werewolves) each wake up and take an action. This is the most straightforward way to get information, but more on that later. After the night phase is over, there's a day phase -- this is where everyone (including werewolves) discusses what happened and tries to deduce who werewolves are.

Werewolves, go to sleep.


Minion, wake up. Werewolves, indicate who you are.

Of course, werewolves don't have to be truthful. Although werewolves don't have any power (such as a night kill), they do know who each other is. This allows them to back up each other's claims about night actions, and it also means if one werewolf claims a role to throw off players with village roles, the other werewolf will know for sure he/she is lying and can try to figure out what really happened.

In addition, the minion also sides with werewolves (winning if they do) but werewolves still win if the minion is voted for. Thus, while the werewolves are trying to blend in, the minion wants to blend in less and subtly draw fire if possible.

Minion, go to sleep.


Masons, wake up and look for the other Mason.

However, the rest of the villagers are generally all working against the werewolves. So while the werewolves (and minion) want to confuse everyone else, the village team generally wants to put together what happened during the night. Players can "clear" each other if their information agrees.

Masons, go to sleep.


Seer, wake up and look at another player's card, or two of the center cards.

Unlike Werewolf, in this game three more role cards are shuffled than there are players, and thus there are three role cards no one will have. This means no one can be sure of the exact active role set. (So, there may be only one werewolf or none of another role.)

The Seer's power allows him/her to look at two of the role cards in the middle, or the role of another player. Thus, you can contribute your knowledge to the group, but realize you'll be telling what you see to werewolves and village members alike. If you wait to see if anyone claims an inactive role, you could call them out on it. However if you wait too long, you might simply repeat what someone else said, providing no more information that a werewolf would.

Seer, go to sleep.


Robber, wake up; you may exchange your card with another player's card, and then view your new card.

More strikingly, the role you start with may not be the role you end with. A player may have his role switched with a werewolf (or minion) without knowing it. Thus, during the day phase, players need to deduce if they're still on the same team as when they started.

Robber, go to sleep.


Troublemaker, wake up; you may exchange cards between two other players.

This means players need to careful how much information they give out, in case they got switched with a werewolf. Although the troublemaker switches two roles without looking at them, this allows players to switch teams.

This switching can cause trouble, but it can also allow interesting plays. If a player believes he's no longer on team Werewolf, he can point out his former teammates. However, the troublemaker can make this claim simply to get more information from players she switched.

Troublemaker, go to sleep.


Drunk, wake up and exchange your card with one of the center cards.

As one might imagine, these mechanics work together to create some hilarious scenarios. Players want to piece together what happened during the night, but giving out information may help werewolves hide (or incriminate the player later on).

Time is limited in this game, with a round lasting around 5 minutes. This creates a moderate sense of urgency and keeps the game somewhat light. Even if you get things completely incorrect, it's fun to see what actually happened at the end of the game. Sometimes players get it right and sometimes they get it very wrong.

Drunk, go to sleep.


Insomniac, wake up and view your current card.

In conclusion, this is a quick social deduction game. Each player has some information to contribute, like a murder mystery. It's your job to ask the right questions in order to figure out whose story doesn't match up.

I've personally enjoyed this aspect of the game, and other players have reported staying up and playing this several times. Games can be different even with the same staring role set, since 3 roles from each set aren't used and the night actions may target different players. I recommend looking at the game, especially if you like deduction games.

Insomniac, go to sleep.

To see a sample game for 4 players, check out https://www.youtube.com/watch?v=HOKrHxURskw#t=1540 which comes in after the night phase so you can play along. Then go back and view what actually happened after you've watched this part.
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