Recommend
23 
 Thumb up
 Hide
1970 Posts
1 , 2 , 3 , 4 , 5  Next »  [79] | 

BoardGameGeek» Forums » Gaming Related » PBEM » Werewolf

Subject: WW: The Clone Wars - CLONES WIN rss

Your Tags: Add tags
Popular Tags: [View All]
MK
United States
Coshocton
OH
flag msg tools
badge
Avatar
mbmbmbmbmb
WW Star Wars – The Clone Wars

Rules


Welcome to Werewolf: Star Wars Episode 2.5 – The Clone Wars.

Lynch:

Standard lynch rules, with ties broken by Longest Held Vote. Lynch deadline is 4 PM BGG time. Only a player’s alignment is revealed on lynch (unless by special character ability otherwise). Aux evils are revealed by their team alignment, but not whether they are wolves or auxiliary.

Night:

All night orders must be received by 8 PM BGG time. No exceptions. If I do not receive night orders when you can/must submit them, then it will be assumed you take no action. This includes seer views and wolf team kills! So pay attention.

Please send night orders via Geek-mail to kimapesan and jmilum.

Only a player’s alignment is revealed on night kill (unless by special character ability otherwise). Aux evils are revealed by their team alignment, but not whether they are wolves or auxiliary.


Teams:

This game involves four teams.

The SEPARATISTS are a villager team. They are generally allied with the SITH team and are enemies of the JEDI and CLONE teams.

The JEDI are a villager team. They are generally allied with the CLONE team and enemies of the SITH and SEPARATISTS.

The SITH are a wolf team, aligned to the SEPARATISTS and enemies of CLONES and JEDI. The SITH team submits orders for a night kill each night.

The CLONES are a wolf team, aligned to the JEDI and enemies of SITH and SEPARATISTS. The CLONE team submits orders for a night kill each night.

There are also several NEUTRAL players in the game. Neutral players do not belong to a team, and neutral players do not win a major victory if they are not part of or allied to one of the four teams by game end. They may, however, achieve a minor victory in the course of the game.

Exact numbers for each team will not be given at the outset. Teams will not necessarily balanced by numbers at the outset – do not rely on “equal team numbers” as a rule.


Major Victory Conditions:

JEDI: The Jedi team wins when all Sith are eliminated, and one of the following conditions also is achieved:
a) All Separatists are eliminated.
b) All Clones are eliminated and the Jedi outnumber remaining Separatists.
c) The number of remaining Jedi outnumbers all remaining players.

SEPARATISTS: The Separatist team wins when all Clones are eliminated, and one of the following conditions also is achieved:
a) All Jedi are eliminated.
b) All Sith are eliminated and the Separatists outnumber remaining Jedi.
c) The number of remaining Separatists outnumbers all remaining players.

SITH: The Sith team wins if:
a) All Clones eliminated, and Sith achieve parity with remaining Jedi.
b) The Sith achieve parity with all remaining players, and outnumber any remaining Clones.

CLONES: The Clone team wins if all Sith are eliminated, and one of the following conditions is also achieved:
a) All Sith eliminated, and Clones achieve parity with remaining Separatists.
b) The Clones achieve parity with all remaining players, and outnumber any remaining Sith.


Minor Victory Conditions:

A few team characters (and all Neutral characters) will have a minor victory condition. These may be achieved during the game or at the end of the game, as appropriate for the role. Minor victory conditions are personal goals and do not affect major victory conditions.

Change In Victory Conditions:

In this game, there are certain circumstances under which the two wolf teams may merge to become a single wolf team! If this occurs, the victory conditions change as follows:

SITH/CLONES – Win if they achieve parity with all remaining players, regardless of team orientation. Neutrals that have become allied (aux evils) to one of these two teams win if this condition is achieved, but are not counted for parity purposes with the wolf team.

JEDI/SEPARATISTS/REMAINING NEUTRALS – Win if remaining Sith and Clones are eliminated.

The conditions for the merge are known only to certain character roles at the beginning of the game. The merge will be known to the wolf teams, but will not be generally known to other players except by role power (if applicable).

Once the merge occurs, the combined wolf team makes one night kill per night phase.

Night Kill Rules:

Sith and Clone teams each submit a name for night kill each night. The kills are resolved as follows:

- Sith and Clones may target the same person for kill; if this happens there will only be one kill (unless the player is otherwise protected from kill).
- If a team targets a Neutral player, the kill is nullified. Players can only be killed if they belong to or are allied to one of the four teams. If both teams target a Neutral player at night, there will be no kills. (If the Neutral player is recruited that night, the kill is still nullified for that night but the player may be killed later).
- Sith and Clones may successfully target each other. Sith and/or Clones may have abilities to prevent being killed by the other wolf team, however.

Certain players may have one-time kill abilities. These are resolved separately from the wolf kills.

Missions

Before each night phase, players will be publicly given a list of planetary systems to which they may travel for military and diplomatic missions. Any member or ally of one of the four teams can submit, via PM to the moderator, which planet he/she wishes to go to and whether for a Military or Diplomatic operation. Participating in a mission is not required, and does not alter the night kill choices.

Military Operations
Attempt to win a military victory on the given planet. Military victory is granted to a side depending on superior numbers of Sith/Separatists vs. Jedi/Clones. Unrecruited neutrals do not count toward these numbers. If one side has a +2 margin of Military superiority over the other side on that system (or more), that side is considered to have won the planet. A margin of +1 or 0 is indecisive, and the battle there will continue. Players may remain on a system from one night to the next for Military Operations to attempt to win the system on subsequent nights.

If a player in a military operation is the target of a night kill, they are still counted toward the military mission for purposes of deciding victory.

Certain characters are strong military leaders, and will have Military bonuses they may be able to add to a mission at a system they travel to.

Example: The battle for Corellia is announced! Three Jedi players, two Clones, two separatists, and one Sith travel to Corellia for this Military mission. There are a total of 5 Jedi+Clones, and a total of 3 Separatists+Sith. This is a margin of 2 for the Jedi and Clones, and Corellia is secured by the Jedi and Clones.

A successful military operation grants the following privileges:

- Any diplomatic missions that occur on that same night are made at a +1 bonus by a victorious side, and at -1 for the losing side. On subsequent nights, the bonus is +1 for the victorious side, no bonus or penalty for the other.
- If one side wins a plurality (not majority) of military operations on a particular night, then one player that participated in one of the successful military operations (chosen randomly by moderator) will have his/her vote counted double the following day. Note that if neither side wins a plurality of operations, or no military operations are carried out at all, then this vote bonus is not granted to anyone.

Note that in the course of the game, it is possible for multiple Military operations to be conducted on a planet, and thus a system may not remain in the hands of one side or the other throughout the game.


Diplomatic Operations
Attempt to win a potential ally or member for your team from the available pool of Neutral players. Jedi and Separatists attempt to turn a Neutral into a member of the Jedi or Separatist team. Clones and Sith do not recruit directly to their teams, but can turn Neutrals into allies (aux evil in WW terms) for their respective teams.

Success of a diplomatic mission depends on the number of players from a team that go on the diplomatic mission, the potential ally that can be recruited there (some neutrals are more likely to join the Jedi than the Separatists, for example, and only a few neutrals are likely to align directly to the Clones), and any diplomatic bonuses from the specific team players on the mission (some characters are more persuasive than others). If the system has been won by a military mission, this adds a +1 bonus to the victorious team/teams that attempt to recruit there.

If there is a neutral on the given planet that can be recruited, and one team exercises diplomatic superiority over the other teams (by a margin of +2 or more), that neutral player will become a member of that team; the successful team members will know that their recruitment succeeded, and the other players that made an attempt will know they failed.

If all players fail (due to a tie), or if only one team attempts the recruitment but cannot achieve a diplomatic success of +2 or more, then the neutral is not recruited and players that attempted to recruit a neutral on the system will be told that their recruitment was “not yet successful.”

However, if there is no one on the system that the team can recruit, the participating players will be told that there is no one on the system they can recruit and further diplomatic missions will be futile.

Example: Obi-Wan Kenobi and Yoda travel to Muunilist for a Diplomatic mission, each contributing +1 toward recruiting a neutral there. Darth Tyrannus travels to the system as well. One neutral senator is located on Muunilist. The neutral senator is more sympathetic to the Sith than to the Jedi to begin with, and therefore Tyrannus has a +2 bonus to recruit the senator. As well, the Separatists have won a military victory on Muunilist, and Tyrannus gets another +1 bonus. The total is +4 for the Sith, +2 for the Jedi. The Senator is successfully recruited to the Sith cause, and becomes an auxiliary member of the Sith team. Obi-Wan and Yoda are told they failed, and Tyrannus learns he has succeeded.


Neutral Players

Players that are not assigned to a particular team are neutral at the beginning of the game. Neutral players cannot be killed at night so long as they remain neutral; however, they may be lynched as normal, and they cannot achieve a major victory unless and until they are recruited to one of the four teams. All neutrals have a minor victory condition that they can achieve if they remain unrecruited.

Each neutral player will know, at the outset, whether he is more sympathetic to the Jedi/Clone (Republic) cause or the Separatist/Sith (Confederacy) cause. For each of the four teams, the neutral will have a number ranging from -2 to +3 representing how likely it is that player will be recruited to the cause. When one or more teams attempt a diplomatic mission on the neutral player’s system location, these bonuses or penalties are factored into those missions to determine success or failure.

Example: Wat Tambor is very sympathetic to the Separatist cause. His Separatist bonus is +2, the bonus for Sith is 0, and both Clones and Jedi are rated at -1. A single Separatist player attempting a diplomatic mission at Tambor’s system effectively has a +3 score to recruit Wat Tambor. A single Jedi, however, would effectively have a score of 0 as a result of the penalty; therefore, even if the single Jedi were the only player attempting diplomacy there, he would fail because he cannot achieve a score of +2 alone with Tambor.

If a Neutral is killed or lynched before he/she can be recruited to a team, that player may choose to align himself with either the Separatist or Jedi team upon death for the purposes of a major victory at the end of the game. The player may not align to the Sith or Clone team when killed.

If the victory conditions change due to a merge of the wolf teams, all remaining neutrals are considered part of the general “villager” team with the remaining Separatists and Jedi. Remaining neutrals are then no longer recruited to any of the four teams, and can only achieve a major victory if all remaining Sith and Clones are eliminated.

Player Abilities

Many players will have special abilities they may use in the game. Specific abilities will be known only to the players by their role message. Although not all abilities will fall into neat WW categories, you may expect the following general types in the course of the game:

Brutal Wolf
Tough Wolf
Seers
Cultist/Sorcerer
Bodyguards
Vigilantes
Tough Villagers

You may also expect that certain players will have special abilities specific to their character and nature. Players need not tell the truth about their abilities in the public forum – so be aware.

Messages

Several characters have the ability to send a PM through moderator to another character. These are character to character, not player to player.

- All such messages must be limited to 30 words or less.
- All such messages may not contain any player IDs. Any references to a player ID will be stripped before the message is transmitted to its target.
- Message headers will not contain the name of the sending character – players will simply receive a message titled “Incoming Message”.
- In general, the recipient may reply to this message, under the same restrictions as above.

(NOTE: Some roles may have restrictions on messages such as "may not send to X character if already replied to that character" or along those lines. Disregard these if they appear in your role. If you have questions, just PM me!)

Special Surprises

The rules above detail most of what can happen during the game. However, I warn all players that not everything that can happen is detailed above! There may (okay, will) be a few surprises along the way, as circumstances warrant. Some players will be able to find out what these potential surprises are as the game unfolds, and as they carry out missions to different systems – it will be up to them to decide if and when to reveal these things to the public forum.
2 
 Thumb up
1.00
 tip
 Hide
  • [+] Dice rolls
MK
United States
Coshocton
OH
flag msg tools
badge
Avatar
mbmbmbmbmb
Re: WW: The Clone Wars - GIP Night 0
ROLES LIST

The following are the potential roles that may appear in the game. Note that not all roles under each category will necessarily be in the game - but if that role is in the game, they will be aligned as listed. Some roles listed under "Neutral/Unknown" will not actually be neutral at the outset, but their neutrality or alignment is not revealed at the beginning of the game (although if that role is in the game, the player will know his/her alignment, if any).

Note that all Sith and Clone players will be given a list of some Neutral/Unknown roles that are not in the game.


JEDI
-------
Yoda - Jedi Master of over 800 years
Mace Windu - Jedi dedicated to rooting out the Sith
Obi-Wan Kenobi - Jedi Knight and clone general
Aayla Secura - Twi'lek Jedi Knight
Ki-Adi Mundi - Cerean Jedi Master
Anakin Skywalker - Young but powerful Jedi apprentice
Jedi Knights (unknown number) - Other Jedi dedicated to the Republic


SEPARATIST
--------------
Nute Gunray - Viceroy of the Trade Federation
San Hill - Chairman of the Intergalactic Banking Clan
Poggle The Lesser - Archduke of Geonosis
Passel Argente - Magistrate of the Corporate Alliance
Oro Dassyne - Weapons marketer and profiteer of the Corporate Alliance
Wat Tambor - Representative of the Techno Union
Destroyer Droids (unknown number) - Fierce, well-armed battle droids


CLONE
---------
Commander Neyo - Combat Specialist
Commander Bacara - Clone Commander
Commander Bly - Clone Commander
Commander Cody - Commander, friend of Obi-Wan


SITH
---------
Darth Sidious - The mysterious Sith Master
Darth Tyrannus (aka Count Dooku) - Apprentice to Sidious
Jango Fett - The model for the clone army


NEUTRAL/UNKNOWN ALIGNMENT
----------------------------
Asajj Ventriss - Vengeful dark Jedi
Durge - Nearly invincible bounty hunter
General Greivous - Brutal but cowardly machine/humanoid
Chewbacca - Warrior from Kashyyyk
Mon Mothma - Senator of Chandrila
Chi Eekway - Senator of Wroona
Padme Amidala - Senator of Naboo
Shu Mai - President of the Commerce Guild
Giddean Danu, Senator of Kuat
Tikkes - Quarren Senator of Mon Calamari
Tundra Doweima - Calamari Senator of Mon Calamari
Aks Moe - Senator of Malastare
Bail Organa - Senator of Alderaan
Lexi Dio - Senator of Uyter
Fang Zar - Senator of Sern Prime
Doman Beruss - Senator of Corellia
Mas Amedda - Vice Chairman of the Senate
Jabba the Hutt - Intergalactic Crime Lord
Tendau Bedon - Senator of Ithor


OTHERS
-------
??? There may be a couple of surprise roles not listed above. Again - expect the unexpected.
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
MK
United States
Coshocton
OH
flag msg tools
badge
Avatar
mbmbmbmbmb
Re: WW: The Clone Wars - GIP Night 0
PLAYER ROSTER

-Johnny-
Anonymouse512
BagpipeDan
Belash
Beowulf
bluebehir
Bowman
bwt2q
dbmurph22
Denise
dkromm
Esuh
gjanse
greek2me
GrimJester
grinningpik
jaredh
Javal
kristiefix
kuchick
lastchance
Melsana
nykkel
Pbwedz
Rasattack
riot
Rjphelan
RoyalFlush
Rukasu
ScottBecker
seanp
seppi
TheArchAngel
wiz8mom
Xandryyte
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Damien Browne
Australia
Sydney
NSW
flag msg tools
badge
Avatar
mbmbmbmbmb
Re: WW: The Clone Wars - GIP Night 0
I am here.
I think I like my role.
I think I like the description of my role.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
MK
United States
Coshocton
OH
flag msg tools
badge
Avatar
mbmbmbmbmb
Re: WW: The Clone Wars - GIP Day 1


EPISODE 2.5 - THE CLONE WARS

It is a period of galactic war.

Following the battle at Geonosis, Chancellor Palpatine has assumed emergency powers to combat the imminent threat of the robotic armies of the Separatists. The ancient order of Jedi, once defenders of peace in the galaxy, have now been called to serve as commanders of the Republic's newly found CLONE ARMY and fight to prevent complete collapse of the Republic.

Meanwhile, Count Dooku, now revealed as Sith Lord DARTH TYRANNUS, has organized the many trade and commerce guilds from around the galaxy into a united Confederacy, pooling the vast resources of wealth and technology of these small guilds into a powerful force that threatens to overthrow the Republic.

In an effort to strike fast and hard at this new enemy, the Republic has dispatched a large Clone force, led by General OBI-WAN KENOBI and his apprentice ANAKIN SKYWALKER, to the inner core world of Muunilist, headquarters of the Intergalactic Banking Clan...


















Okay, so the background color doesn't work very well, and I can't center it... I can't make everything perfect.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
MK
United States
Coshocton
OH
flag msg tools
badge
Avatar
mbmbmbmbmb
Re: WW: The Clone Wars - GIP Day 1
[DAWN]



With that, the game begins, and it is Day 1.

I will be following my usual convention in colors... red like this for moderator notes and answers to questions, blue for flavor text... it may be assumed that anything in blue, including character names in the story line, does not mean anything regarding the presence or absence, life or death status, of that character.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Luckay's Watson
msg tools
Avatar
Re: WW: The Clone Wars - GIP Night 0
Thoughts before I try to own things.

Strategy discussion:

How likely is it that the sith and the clones will merge together? Should village be playing for that eventuality, or to win under the original rules by killing those who do not belong to your side?

Also, I will probably not be playing a typical BSC lastchance game, due to the ruleset. Assume that it will be back later. ><
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
RJ
Australia
Melbourne
Victoria
flag msg tools
Avatar
mbmbmbmbmb
Re: WW: The Clone Wars - GIP Night 0
Checking in.

Is anyone else having trouble with the normal reply button? It keeps on sending me to this agreement form. Quite a hassle.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Lukas Litzsinger
United States
Falcon Heights
Minnesota
flag msg tools
designer
badge
Avatar
mbmbmbmbmb
Re: WW: The Clone Wars - GIP Night 0
rjphelan wrote:
Checking in.

Is anyone else having trouble with the normal reply button? It keeps on sending me to this agreement form. Quite a hassle.


Just the first time.

I am present and accounted for, as you can see.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Terri K
United States
Richmond
Virginia
flag msg tools
Good golly people... my username has a lower case x!!
badge
Females play board games too!!! ;)
Avatar
mbmbmbmbmb
Re: WW: The Clone Wars - GIP Night 0
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Damien Browne
Australia
Sydney
NSW
flag msg tools
badge
Avatar
mbmbmbmbmb
Re: WW: The Clone Wars - GIP Night 0
Order 66 will change the alignment in my opinion.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Antigonus Monophthalmus
United States
Maryland
flag msg tools
Avatar
mbmbmb
Re: WW: The Clone Wars - GIP Night 0
NOT ORDER 66 OH NOES! surprise

Checking in, too
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
seppi
United States
Washington
flag msg tools
badge
Avatar
mbmbmbmbmb
Re: WW: The Clone Wars - GIP Night 0
Clicked the 'agree' box and am checking in.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Luckay's Watson
msg tools
Avatar
Re: WW: The Clone Wars - GIP Night 0
Red Eleven, standing by.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
seppi
United States
Washington
flag msg tools
badge
Avatar
mbmbmbmbmb
Re: WW: The Clone Wars - GIP Night 0
wow! instant thumbs up. Thanks.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
United States
Maryland
flag msg tools
Avatar
Re: WW: The Clone Wars - GIP Night 0
lastchance wrote:
Strategy discussion:

How likely is it that the sith and the clones will merge together? Should village be playing for that eventuality, or to win under the original rules by killing those who do not belong to your side?


there's no way of telling since it wasn't specified what would cause a merge into 2 factions. so i'll say its 50.1% likely.

1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Sean Tompkins
United States
San Antonio
Texas
flag msg tools
Never go in against a Sicilian when DEATH is on the line!
badge
You know what would be funny...
Avatar
mbmbmbmbmb
Re: WW: The Clone Wars - GIP Night 0
I agree that I am here. Soon you will not be here. Sorry, wrong theme. Is that a lightsaber you're holding?
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Greig
Canada
Peterborough
Ontario
flag msg tools
Always believe
badge
I went out there in search of experience, to taste and to touch and to feel as much, as a man can before he repents...
Avatar
mbmbmbmbmb
Re: WW: The Clone Wars - GIP Night 0
seanp wrote:
I agree that I am here. Soon you will not be here. Sorry, wrong theme. Is that a lightsaber you're holding?


No, I'm just really happy to see you.
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
F5
United States
Shoreline
Washington
flag msg tools
badge
Avatar
mbmbmbmbmb
Re: WW: The Clone Wars - GIP Night 0
Just checking in, though I had trouble getting Firefox to let me post here. Maybe now that I've gotten past the 'I agree' thing, it'll behave itself. Had to use *shiver* IE instead.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
~MUST LOVE~ ~Geeky Time Lords~
United States
Bellingham
Washington
flag msg tools
badge
Avatar
mbmbmbmbmb
Re: WW: The Clone Wars - GIP Night 0
"Checking in."

"Not at all sure I like this new interface. I like my old interface. I knew where everything was, what to expect. But, I'll get over it. Going back over the rules to make certain I understand the whole division thingy."
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Jared Heath
United States
Dallas
Texas
flag msg tools
badge
Avatar
mbmbmbmbmb
Re: WW: The Clone Wars - GIP Night 0
Whazzzup clonies/jedis/sepps/sithies?

1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
United States
West Linn
Oregon
flag msg tools
badge
Avatar
mbmbmbmbmb
Re: WW: The Clone Wars - GIP Night 0
Hi everyone.

Hey, does anyone have a diagram of the alliances? I need a visual aid.

Maybe Powerpoint?
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
John Valvard
msg tools
Spread the conFUDsion wherever you can...
badge
Avatar
mbmbmbmbmb
Re: WW: The Clone Wars - GIP Night 0
bluebehir wrote:
Order 66 will change the alignment in my opinion.

I really hope that that was a joke - or that that level of deep knowledge is not necessary for the game yuk

Yeah, I'm here, present and correct, ready to do my bit.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
John Valvard
msg tools
Spread the conFUDsion wherever you can...
badge
Avatar
mbmbmbmbmb
Re: WW: The Clone Wars - GIP Night 0
dbmurph22 wrote:
Hi everyone.

Hey, does anyone have a diagram of the alliances? I need a visual aid.

Maybe Powerpoint?

Try this...

http://img404.imageshack.us/img404/5992/clonesyj9.gif
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
An open-eyed man falling into the well
United States
Roswell
Georgia
flag msg tools
"I don’t believe in magic that works whether or not you believe in it!"
Avatar
mbmbmbmbmb
Re: WW: The Clone Wars - GIP Night 0
I am here. My role shall prove most interesting.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
1 , 2 , 3 , 4 , 5  Next »  [79] | 
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.