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One Night Ultimate Werewolf» Forums » Variants

Subject: Variant Role: Vampire rss

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A. G.
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I am a big fan of ONUW, and just came up with my first serious variant role: the Vampire.

Vampire

A player with the vampire role wins if and only if he is alive at the end of the game.

Any player that sees the Vampire's role card (or the dopple-Vampire) becomes infected. An infected non-vampire player wins if and only if he is alive at the end of the game AND no vampires are killed.

If a vampire is killed, the village wins. Werewolf and Tanner victory conditions are not affected.


The idea is that vampires are a third (well, fourth) faction of monsters. Only one player is the vampire initially, but anybody that sees the vampire role card is infected, and has a different victory condition.

An infected player must protect both himself and the vampire "sire", i.e. the player that actually holds the vampire card. The sires couldn't care less about the infected, of course. Likewise, the infected do not care about each other, they just want to keep themself and their sire alive.

The village just wants to kill a monster (any one will do), so killing a vampire results in a win. Killing a fledgling (non-vampire infected player) is not enough to sate their bloodlust, of course. Wolves don't care whether or not a vamp is killed (except insofar as it prevents a wolf from dying) and the tanner, as always, just wants to die.

This adds a unique mechanic of a victory condition that persists no matter what a player's current role is.

This role can be used in addition to the wolves, or even as a replacement for the wolves.

Obviously, this role does take away some of the uncertainty that makes ONUW great, since infected players know what their goal is (though they might not be absolutely sure who their sire is at the end of the night). However, the probability that more than one player is infected is rather low, so I don't think this should detract too much from the game.

I am happy to clarify anything about this variant role that is unclear. Some clarifications below.

General Clarifications:

The player that originally received the vampire role is considered infected (since he looked at it)

Obviously, seeing the vampire card at the end of the game (when roles are revealed) does not make you infected. It does in every other case, however.

Players remain infected no matter what role they have at the end of the game. Being infected overrides any personal victory conditions associated with their role, but not any other effects or victory conditions associated with other players (for example, killing an infected Mystic Wolf will still result in a win for the village team)

Players are only infected if they actually see the Vampire role card. For instance, if the Vampire is swapped with the Drunk and then placed in the center, the drunk is not infected since he did not see the vampire role card.

Being a vampire overrides being infected. This is only significant if there are two vampires, due to the presence of a doppleganger. The death of one vampire does not cause the other to lose, even if he is infected. However, if one vampire dies (no matter which one), all infected players will lose.

It is possible for both village and werewolves to share a victory when using this role, for example if the village kills a Vampire but no wolves die.

Role interaction clarifications

(Apprentice) Seer - If the seer sees the Vampire role in the middle, she is infected (but will have an easier time, since she likely will not have to protect the original vampire as well).

Doppelganger - If the doppelganger copies the Vampire, players viewing her card will be infected (without necessarily knowing it).

Robber - If the robber steals the vampire, the original vampire remains infected.

Mystic Wolf - An infected mystic wolf still counts as a wolf for the purposes of determining whether the village wins, but the death of another wolf will not cause her to lose (since her victory conditions have changed).

PI - If the PI sees a vampire, he is infected (but may continue looking if applicable; he does not become a Vampire).

Witch - If the card she looks at is a Vampire, then she is infected regardless of what she decides to do with it.

Revealer - If he reveals the Vampire, he flips it face down again (and is infected)

Curator - Artifacts do not override being infected.
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A. G.
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Tested this out last night; it seems to work pretty well; we played several 4/5 player games, with max evil:

4 Player games:
Werewolf
Werewolf
Minion
Robber
Drunk
Doppelganger
Vampire

5 Player games:
Werewolf
Werewolf
Minion
Robber
Drunk
Doppelganger
Vampire
Seer


It gives the interesting option of claiming to be a good role that saw a vampire. Normally, village roles are not afraid to die in a tie between them and a wolf; this gives a player a legitimate reason to claim to be a good player who wants to live. Also a nice way to create another evil player. Overall, the vampire did not have a overwhelming impact on the games in which it was used.
 
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