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Subject: Telepaths 3: The Pledge - GAME OVER rss

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This is the Game Thread
The rules and sign-up thread can be found here: http://www.boardgamegeek.com/thread/125319


General Rules

Votes must be in bold, and must not be edited. Example: vote Gerelia Town Hall
The Mod appreciates all help in keeping track of the vote tally.
No votes time stamped after 7pm will be accepted.
Roles will be revealed upon death. (note that this may be conditional upon priests being in the game...)
No PMs may be quoted.
CC the Mod on all PMs (I'd love to hear what's going on and how you guys think )
No deleting of posts. Editing of posts is discouraged.
All times are BGG time.

Any Questions for the Mod should be typed in red.
(the mod will put flavor text in blue italics)


Team Info

Victory Conditions

Good Side: Kill all Werewolves
Evil Side: Reduce the number of Villagers to a number equal to the number of Werewolves that remain in the game.


Roles

Good Side:

6 Villagers: 8 players will think they are Villagers. A Villager wins if the Good Side wins. Villagers have no special powers.

2 Dusters: The duster automatically removes traces of wolves. If the duster is in a location where wolves have previously been, but currently are not at, and that the tracker is not there either, he removes all traces of wolves being there. The Duster only knows that he is a Villager and does not realize that he is the Duster.

1 Seer: There is one seer, who is a special Villager. The Seer wins if the Good Side wins. Each night the seer can view all players at their location. The Seer will be told if any of those players are Werewolves.

1 Tracker: Each Dawn, if the tracker has moved to a new location, he looks at the space he is in, and is told if a wolf has ever been in that location prior to the current day. He also learns on what day the wolf was there.

1 Telekinetic Dwarf: Each Night (after MindBlast), picks 2 locations. Those 2 locations exchange places on the map. Must be telekineses...

1 Yin: Each night this player chooses a location. If that location is attacked during the night, there will be NO KILL. The second time this is successful, Yin's locations is instead MindBlasted.

1 Teleporter: During the Dawn, may move to any location on the board. Can exceed the 3 person rule. This may only be done twice per game.

1 Light Wizard: Once per game may select a location during the Night . All players in that location become Villagers. Cannot be used if there are 5 or fewer locations. If the Light Wizard hits a Wolf, the Wolf will be turned into a Cobbler.


Evil Side:

2 Werewolves: Werewolves know each others identities and have unlimited PMs with each other. The Werewolves win if the Evil Side wins. Each night the Werewolves can pick a location. The location is decided by majority. In the case of a tie, there will be NO KILL. The location the Werewolves choose will be attacked and all Telepaths (including Evil roles) in that location will be killed. If a wolf is hit by the Light Wizard, the wolf will be turned into a Cobbler.

1 Sorcerer: Each night the sorcerer can view all players at their location. The Sorcerer will be told if any of those players are the Seer.

1 Dark Wizard: Once per game may select a location during the Night. All players in that location become Cobblers with White Hats (will appear as Villagers upon death). Cannot be used if there are 5 or fewer locations.

0 Cobblers: A Cobbler wins if the Evil Side wins. Cobblers have no special powers.
 
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Location Rules
Locations Rules

The Game will start with 16 locations. You will randomly be assigned a starting location.

Each Location will start in such a way that:
*0-2 Telepaths per location
*both Wolves won't be in the same location
*Neither Seer nor Sorcerer will receive a positive N0 View

A max of 3 players can be in any one location at any given time.

You will be aware of all players who are in your location.

You will also be able to PM with all players in your location during the day (you will have a Cassie chatroom).

It is very taxing to shield your thoughts from all the other Telepaths. Thus the Telepaths are only able to whisper out loud to other Telepaths near them, and even that takes a great amount of effort.

Locations are integral to lynches and night kills. After each lynch and night kill, the selected location will be gone for the rest of the game.

Locations become uninhabitable for a long period after Mind Siege is used due to its strong telepathic resonance.


Affinity with Locations

Each Telepath has Affinity with a specific Location. Every location will have 1-2 Telepaths that will have affinity with it. This will be completely random.

Each day a player is able to send one anonymous message through the mod to all telepaths in the location that have affinity for. This message must be sent to the Mod no later than 7pm. The Mod will send the message to that location as soon as possible.

If the Location you have Affinity with is destroyed, either via MindSiege or Night Kill, you WILL NOT be assigned a new affinity location. This means that you probably don't want the location with which you have affinity to be destroyed.


Unique Locations

Each Room in the Castle has some kind of special ability/attribute to it. Some of these are active abilities while others are passive. These attributes start as unknown, although some may become apparent due to the effects it may have on the game. It is also entirely possibly that a room may be "vanilla".

You may choose, instead of moving, to stay in your location and investigate what is special about your room. You may then treat the information you have gained however you deem necessary.
 
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Specific Map Rules
Specific Map Rules


Movement

Dawn is when you will change your locations. You will pick your top three choices for where to go.

Send me a PM with the Subject Line reading "1) Norei Forrest. 2) Tilan Field. 3) Town Hall" (or whatever the locations you may happen to pick). All PMs must be received by the end of Dusk (10pm). If I fail to recieve a PM from anyone then their new location will be chosen randomly from the locations available to them. I will then send PMs to all players, telling them their new location and who is there with them.

I will try to make all choices work, but it will be first come, first serve. (i.e. if your 1st doesn't work, I will go to your 2nd, and if that doesn't work I will move you to the remaining available location.)

You may also submit a choice of staying in the location you are currently at. If you PM me that you would like to stay where you are, I will have everyone else move first. If, after everyone else has moved, you can legally stay in your location I will allow it.

In this game, there is safety in numbers by day, and danger in numbers by night. Pick your poison. devil


The Map

| | | |
-o-o-o-o-
| | | |
-o-o-o-o-
| | | |
-o-o-o-o-
| | | |
-o-o-o-o-
| | | |

(Pac-Man Style Map)
This map wraps around from the left side to the right side.
This map also wraps around from the top side to the bottom side.

It's a castle... there are secret passageways... go figure.

Each location starts with 4 connections. If a location becomes disconnected via Lynch or Night Kill from all or all but one other location, it will automatically be reconnected to the nearest location(s) so that it once again has 2 connections.


The Map (w/ Names included)

| | | |
-A-B-C-D-
| | | |
-E-F-G-H-
| | | |
-I-J-K-L-
| | | |
-M-N-O-P-
| | | |

A - Guard Tower - connections to B,D,E,M
B - Main Foyer West - connections to A,C,F,N
C - Main Foyer East - connections to B,D,G,O
D - Servant's Quarters - connections to A,C,H,P
E - Grand Ballroom - connections to A,F,H,I
F - Royal Audience Chamber - connections to B,E,G,J
G - Hallway - connections to C,F,H,K
H - Servants' Dining Alcove - connections to D,E,G,L
I - Imperial Study - connections to E,J,L,M
J - Throne Room - connections to F,I,K,N
K - Dining Hall - connections to G,J,L,O
L - Kitchen - connections to H,I,K,P
M - Imperial Library - connections to A,I,N,P
N - Royal Bedchambers - connections to B,J,M,O
O - King's Study - connections to C,K,N,P
P - Observatory - connections to D,L,M,O
 
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Miscellaneous Final Rules
Miscellaneous Final Rules

Lynches

Lynch votes must be bolded and must not be edited.

Remember, you are voting for a location, not a specific Telepath.

Unvotes are allowed, and they must be bolded and must not be edited.

Conditional Votes will not be accepted.

All votes made after 7pm WILL NOT COUNT.

I will try to keep a running tally of the votes so you will not have to be completely on your own for counting votes, but I may not always be able to get one up, so please feel free to post one yourselves or ask me for one.

All ties will be decided by Longest Held Vote (LHV).


1 Location Lynch

If, after either a night kill or a lynch, only 1 location remains (and neither side has won), a special lynch occurs. In this lynch, the players will each vote for another player, rather than a location.


Setup of the Day

Day - discussion and voting
Lynch - 7pm, Lynch Results are revealed and map is updated
Night - Starts after Lynch, and continues until Daybreak
Twilight - 9pm or as soon as all Night Actions are in, whichever is earlier
- Night Results are revealed and map is updated
Dawn - 9pm-11pm, As the sun rises, players submit their movements
(Dawn Orders may be sent early!)
Daybreak - 11pm, players receive their new location
 
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Current Players
I will keep this updated so you can have easy access to the current list of players.

Telepaths: Night 4 (End of Game)

9/18 Alive


arkibet - Werewolf
BagpipeDan
Cilamene
dalestephenson - Villager
dkromm - Wolf
Esuh
funktard
Geosmores
greek2me - Villager
kimapesan - Villager
kuchick - Yin
Rjphelan
Rostok
Rukasu - Villager
seanp - Dark Wizard
TheArchAngel
wiz8mom - Villager
Xandryyte
 
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Current Locations
I will keep this updated so you can have easy access to the current locations and their connections.


Map: Night 4 (End of Game)

|
-A C-D-
| | |
-E G-H-
| |
I---K
|
O
|

A - Guard Tower - connections to D,E
C - Main Foyer East - connections to D,G,O
D - Servant's Quarters - connections to A,C,H
E - Grand Ballroom - connections to A,H,I
G - Hallway - connections to C,H,K
H - Servants' Dining Alcove - connections to D,G
I - Imperial Study - connections to E,K
K - Dining Hall - connections to G,I,O
O - King's Study - connections to C,K



Map: Day 4

|
-A C-D-
| | |
-E G-H-
| |
I-J-K
|
O
|

A - Guard Tower - connections to D,E
C - Main Foyer East - connections to D,G,O
D - Servant's Quarters - connections to A,C,H
E - Grand Ballroom - connections to A,H,I
G - Hallway - connections to C,H,K
H - Servants' Dining Alcove - connections to D,G
I - Imperial Study - connections to E,J
J - Throne Room - connections to F,I,K
K - Dining Hall - connections to G,J,O
O - King's Study - connections to C,K



Map: Night 3

| |
-A C-D-
| | |
-E G-H-
| |
I-J-K
|
O-P-
| |

A - Guard Tower - connections to D,E
C - Main Foyer East - connections to D,G,O
D - Servant's Quarters - connections to A,C,H,P
E - Grand Ballroom - connections to A,H,I
G - Hallway - connections to C,H,K
H - Servants' Dining Alcove - connections to D,G
I - Imperial Study - connections to E,J
J - Throne Room - connections to F,I,K
K - Dining Hall - connections to G,J,O
O - King's Study - connections to C,K,P
P - Observatory - connections to D,O



Map: Day 3

| |
-A C-D-
| | |
-E-F-G-H-
| | |
I-J-K
|
O-P-
| |

A - Guard Tower - connections to D,E
C - Main Foyer East - connections to D,G,O
D - Servant's Quarters - connections to A,C,H,P
E - Grand Ballroom - connections to A,F,H,I
F - Royal Audience Chamber - connections to E,G,J
G - Hallway - connections to C,F,H,K
H - Servants' Dining Alcove - connections to D,E,G
I - Imperial Study - connections to E,J
J - Throne Room - connections to F,I,K
K - Dining Hall - connections to G,J,O
O - King's Study - connections to C,K,P
P - Observatory - connections to D,O



Map: Night 2

| |
-A C-D-
| | |
-E-F-G-H-
| | | |
-I-J-K-L-
| |
O-P-
| |

A - Guard Tower - connections to D,E
C - Main Foyer East - connections to D,G,O
D - Servant's Quarters - connections to A,C,H,P
E - Grand Ballroom - connections to A,F,H,I
F - Royal Audience Chamber - connections to E,G,J
G - Hallway - connections to C,F,H,K
H - Servants' Dining Alcove - connections to D,E,G,L
I - Imperial Study - connections to E,J,L
J - Throne Room - connections to F,I,K
K - Dining Hall - connections to G,J,L,O
L - Kitchen - connections to H,I,K,P
O - King's Study - connections to C,K,P
P - Observatory - connections to D,L,O



Map: Day 2

| |
-A C-D-
| | |
-E-F-G-H-
| | | |
-I-J-K-L-
| | |
N-O-P-
| |

A - Guard Tower - connections to D,E
C - Main Foyer East - connections to D,G,O
D - Servant's Quarters - connections to A,C,H,P
E - Grand Ballroom - connections to A,F,H,I
F - Royal Audience Chamber - connections to E,G,J
G - Hallway - connections to C,F,H,K
H - Servants' Dining Alcove - connections to D,E,G,L
I - Imperial Study - connections to E,J,L
J - Throne Room - connections to F,I,K,N
K - Dining Hall - connections to G,J,L,O
L - Kitchen - connections to H,I,K,P
N - Royal Bedchambers - connections to J,O
O - King's Study - connections to C,K,N,P
P - Observatory - connections to D,L,O



Map: Night 1

| | |
-A C-D-
| | |
-E-F-G-H-
| | | |
-I-J-K-L-
| | | |
-M-N-O-P-
| | |

A - Guard Tower - connections to D,E,M
C - Main Foyer East - connections to D,G,O
D - Servant's Quarters - connections to A,C,H,P
E - Grand Ballroom - connections to A,F,H,I
F - Royal Audience Chamber - connections to E,G,J
G - Hallway - connections to C,F,H,K
H - Servants' Dining Alcove - connections to D,E,G,L
I - Imperial Study - connections to E,J,L,M
J - Throne Room - connections to F,I,K,N
K - Dining Hall - connections to G,J,L,O
L - Kitchen - connections to H,I,K,P
M - Imperial Library - connections to A,I,N,P
N - Royal Bedchambers - connections to J,M,O
O - King's Study - connections to C,K,N,P
P - Observatory - connections to D,L,M,O



Map: Day 1

| | | |
-A-B-C-D-
| | | |
-E-F-G-H-
| | | |
-I-J-K-L-
| | | |
-M-N-O-P-
| | | |

A - Guard Tower - connections to B,D,E,M
B - Main Foyer West - connections to A,C,F,N
C - Main Foyer East - connections to B,D,G,O
D - Servant's Quarters - connections to A,C,H,P
E - Grand Ballroom - connections to A,F,H,I
F - Royal Audience Chamber - connections to B,E,G,J
G - Hallway - connections to C,F,H,K
H - Servants' Dining Alcove - connections to D,E,G,L
I - Imperial Study - connections to E,J,L,M
J - Throne Room - connections to F,I,K,N
K - Dining Hall - connections to G,J,L,O
L - Kitchen - connections to H,I,K,P
M - Imperial Library - connections to A,I,N,P
N - Royal Bedchambers - connections to B,J,M,O
O - King's Study - connections to C,K,N,P
P - Observatory - connections to D,L,M,O
 
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Daybreak!
I apologize for the lack of flavor in opening this... but your Mod is tired and needs to get sleep so he can be up tomorrow to answer your questions and go to two job interviews.


So, with nothing further ado:

IT IS NOW DAY 1. You may start Voting!
 
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Antigonus Monophthalmus
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Re: Telepaths 3 - Day 1 - Lynch @ 7pm Monday
As I said in the Holy Grail game, I'm in the middle of 8 hrs (now 5!) of quantum homework due in... 3.3 hrs

What this means is I am going to probably sleep all day tomorrow (today?). I apologize for my absence.

vote A Guard Tower

Throwing that out there, and I will try to check in when I recover from the horrible decisions I've made tonight
 
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Re: Telepaths 3 - Day 1 - Lynch @ 7pm Monday
BagpipeDan wrote:
As I said in the Holy Grail game, I'm in the middle of 8 hrs (now 5!) of quantum homework due in... 3.3 hrs

What this means is I am going to probably sleep all day tomorrow (today?). I apologize for my absence.

vote A Guard Tower

Throwing that out there, and I will try to check in when I recover from the horrible decisions I've made tonight


I delivered my quantum homework just 1 hour ago
 
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Re: Telepaths 3 - Day 1 - Lynch @ 7pm Monday
[vote Royal Bedchambers]

forgive me if i'm a bit slow here - i'm still trying to figure out the rules for this
 
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Re: Telepaths 3 - Day 1 - Lynch @ 7pm Monday
[vote Hallway]

Hi all. Just seeing what I got myself into several months ago.
 
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Re: Telepaths 3 - Day 1 - Lynch @ 7pm Monday
[Vote Dining Hall]

Interesting. Very interesting.
 
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Re: Telepaths 3 - Day 1 - Lynch @ 7pm Monday
[vote Grand Ballroom]

No quantum homework here...biophysics instead. I'll be less distracted in a few hours.
 
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Re: Telepaths 3 - Day 1 - Lynch @ 7pm Monday

vote Observatory

I don't like to watch.
 
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Re: Telepaths 3 - Day 1 - Lynch @ 7pm Monday
[Vote King's Study]

I really do not think the king needs to study.
 
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Re: Telepaths 3 - Day 1 - Lynch @ 7pm Monday
[vote M - Imperial Library]

Don't think the books are going to be of any help.
 
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Re: Telepaths 3 - Day 1 - Lynch @ 7pm Monday
Esuh wrote:
I delivered my quantum homework just 1 hour ago


What are you working on? I'm just beginning Intro II, which is coincidentally the second layer of hell.
 
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Re: Telepaths 3 - Day 1 - Lynch @ 7pm Monday
TheArchAngel wrote:
[vote M - Imperial Library]

Don't think the books are going to be of any help.


Of al the places I don't want to lynch are the library, observatory, and study. Remember, rooms have powers, and those are promising rooms.

And no, my affinity room is not one of those.

In fact, the guard tower might also have a useful power, but I think if there's going to be some sort of "seer room power" it would be in one of those aptly named rooms.

I'm going to do Greek homework now. Good voting, sirs and ladies
 
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Re: Telepaths 3 - Day 1 - Lynch @ 7pm Monday
Wow, the last three votes are the three rooms I thought looked most promising...

nice shake
 
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Re: Telepaths 3 - Day 1 - Lynch @ 7pm Monday


Good point BPD.

unvote Observatory
vote Hallway
 
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Re: Telepaths 3 - Day 1 - Lynch @ 7pm Monday
Morning! Checking in...
 
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Re: Telepaths 3 - Day 1 - Lynch @ 7pm Monday
Wow! This is a game of Flipping Sides!

So basically, the Light Wizard can create villagers, the Dark Wizard can create Cobblers, and we'll have a hard time knowing how parity ends up.

Mod, if both Wolves are in the same location and the Light Wizard hits them both, does Good win as Wolves cannot reach parity, considering they no longer exist?

If that's the case, then we'll want to make good uses of our tracker and trap the wolves together... then blast 'em!
 
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Re: Telepaths 3 - Day 1 - Lynch @ 7pm Monday
[vote Main Foyer West]
 
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Re: Telepaths 3 - Day 1 - Lynch @ 7pm Monday
[Vote Royalbedchambers]

I can't see what lying on the job is going to do for us. And besides, Wolves could hide under the bed, I bet.
 
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Re: Telepaths 3 - Day 1 - Lynch @ 7pm Monday
I'll vote for the least interesting-sounding room:
[Vote Hallway]
 
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