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Subject: Bewitched VI: Out of the shadows rss

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John Valvard
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It's back, it's mean and it's out to take revenge.

BEWITCHED!


Rules will follow shortly and will be identical to previous standard installments.
The game will take up to 25 players and predicted game length will be 10 game days (2 weeks)
I am planning to run this in early June, but am flexible to requests.

It is anticipated that the game will use an external auto-mod, hopefully linked through Cassandra. Details on that to follow.

Bewitched veterans and newcomers welcome, but please be aware if unfamiliar with them that Bewitched games have medium to high complexity.

Previous Bewitched:
BEWITCHED http://www.boardgamegeek.com/thread/72925
BEWITCHED II http://www.boardgamegeek.com/thread/75445
BEWITCHED IV http://www.boardgamegeek.com/thread/86191
BEWITCHED V http://www.boardgamegeek.com/thread/104861


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John Valvard
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To all those who have played in B4/B5, the rules will be reasonably consistent with what you saw before. All the need-to-know is in 10-point below. Ancillary detail and clarifications are in the smaller font, but don't worry about that unless you need to look up specific details.

Rules and Roles:

For ease of understanding, all ROLES are given in BLOCK CAPITALS, all Potions in Blue type, all free night actions in Green type and all night actions in Red type (appendix of free night actions and night actions at base of article)

11 players will have special ROLES with the rest (8-14) being simple VILLAGERS .

Each ROLE has a goal or Victory Condition. Game ends when either:
* X=Y=0 ( MONK/HERMIT/surviving VILLAGER/ APPRENTICE and potentially WFG victory)
* For a third night (not necessarily consecutive),Y >= 3 (WITCH victory)
* Y >= X+Z (WITCH victory)
* X > Y+Z (WOLF victory)
* Y=0, Z=Lycanthropes (WOLF victory)
Where:
X = Number of WOLVES still alive,
Y = Number of WITCHES still alive and
Z = Number of non-WOLF, non-WITCH players still alive.
Note: Some roles (THIEF, HUNTER) may achieve victory without the game ending.

ROLES


WOLF - Arcane (3)
Victory - Reduce the number of non-WOLF, non-WITCH players to equal or below the total number of WOLVES (or have no more non-WOLF, non-Lycanthrope players remaining alive).
Initial information - Single word of Witchfinder's Oath; knows ID of all WOLVES
Privileges - WOLVES may PM WOLVES at night.
Night actions* - Each night, a WOLF may do one of the following:
feed, labor, sleep, snoop, dose, thieve or guard

At night, WOLVES will jointly determine a non-WOLF to attack, and a first and second alternate target.
Each WOLF can then opt to join or not join the feeding frenzy (if none decide to feed, then there is no attack).
Not feeding at night causes a WOLF to be exhausted the following day.
An exhausted WOLF must feed or will die of starvation in the morning.
WOLVES will know whom they have killed, but not the path by which they got there. ie - they will be unaware of the specifics of effects of Command, Potion of Command or Direct. If fought by a guarding player, WOLVES will be aware that they have engaged in a fight, but not who that player was.

The WOLVES are arbitrarily assigned to be the ALPHA WOLF, BETA WOLF and JUNIOR WOLF. By agreement among the WOLVES, this status can be changed at the start of a night. Whenever more than one WOLF joins an attack, the leading WOLF is considered to be the most senior participant. This has no influence on the outcome of the attack, and is only relevant in respect to the WITCH free night action, direct.

*FULL MOON: WOLF night abilities will change on the night of the Full Moon, which will occur in the first 5 days (or rather, nights) of the game. See below the ROLE list for full details.


WITCH - Arcane (2)
Victory - Create a coven of 3 WITCHES, and maintain (at least) that coven size for 3 nights.
Initial information - Single word of Witchfinder's Oath
Privileges - a Potion of True Wolfhood affects a WITCH only as a Potion of Lycanthropy; a WITCH can never become a WOLF.
Free night actions - Each night, a WITCH can perform up to 6 units of free night actions, chosen from the following list. A free night action may be selected any number of times (subject to the 6 unit total limit), but repeated use will cost more units and may decrease the likelihood of success of the chosen free night action type (eg a single curse will always be effective, so long as the victim is susceptible, but if two or more curses are thrown by a WITCH on a single night, each will have a small chance of failure, increasing the higher the number attempted. It is not permissible to curse the same victim multiple times on the same night. Exhaustion increases the chances of failure when cursing or brewing, but does not prevent a WITCH performing any free night action. The cost of each free night action (for each occasion of use in a single night) is shown in bold:
1. Curse (1,1,2,2) a fellow villager with nightmares; the player drinking this Potion will suffer nightmares and be exhausted the following day. If the victim had drunk a Potion of Visions, no useful information will be received. If the vistim is not sleeping the night of drinking the Potion, he will suffer hallucinations which will compromise his ability to accurately perform his selected night activity. The effect is thus indistinguishable from that of drinking a Potion of Nightmares.
2. Command (2): Set a command spell with a nominated villager as its object so that if WOLVES or Lycanthropes try to attack the WITCH, they will instead attempt to target the WITCH's nominee. If the nominee is a WOLF or is otherwise unavailable to the WOLVES, they move on to their alternative targets in the normal way.
3. Descry (1,1,2,2) another villager. The WITCH will learn what action that villager undertakes during the night.
4. Brew (0,1,2,3) a Potion. A WITCH is not obliged to label newly brewed Potion bottles correctly. There will be a chance of inaccurate brewing of any Potion.
5. Direct (3) a WOLF attack. The WITCH will nominate two players, an attacker and a victim. If the nominated attacker is the leading WOLF or Lycanthrope attacking that night then the player the WITCH nominates as victim will become the first target on the target list (the third candidate target will drop off the target list). If the nominated attacker is not the leading WOLF or Lycanthrope, this free night action has no effect. The WITCH receives no direct information either way.

Free night action unit costs are given in bold above; note that repeated use of one type of free night action action makes it increasingly expensive. Thus a single curse costs 1 unit, two curses cost a total of 2 units, three curses cost a total of 4 units and four curses uses up the entire 6 unit limit. Also note that the first brew is always free.

Night actions - Each night, a WITCH may do one of the following:
Sleep, labor, snoop, dose, thieve, extra brew or guard. Note - a WITCH who successfully descries the THIEF may learn where the THIEF's cache is hidden, and will have access to it when subsequently thieving the THIEF.

One WITCH will be deemed to be the ELDEST WITCH. Only the ELDEST WITCH can brew a Witch's Brew. If the ELDEST WITCH dies, the player who has been a WITCH longest will become the new ELDEST WITCH.

As is the case for the APPRENTICE, the more Potions a WITCH attempts to create in a single night, the greater the chance each Potion has of failing or having a side effect.


OCCULTIST - Arcane
Victory - Either Witch or Wolf victory. The Occultist need not survive to the end of the game to achieve this victory condition.
Initial information - Single word of Witchfinder's Oath
Privileges - Immune to Lycanthropy Potion, Witch's Brew and Potion of True Wolfhood. None of these Potions will affect the OCCULTIST in any way.
Free night actions - Each night, the APPRENTICE can do both of the following:
1. Brew up to 1 Potion. Labelling may be incorrect, if the player chooses.
2. View one player to determine whether that player is Arcane or not. Sanctified and Normal players all show up simply as 'not Arcane'. Items causing or suppressing the appearance of an Arcane nature will affect this ability accordingly.
Night actions - Each night, the APPRENTICE may do one of the following:
Sleep, labor, snoop, dose, thieve or guard.


WIZARD'S APPRENTICE - Arcane
Victory - Survive to see all the WOLVES and WITCHES die.
Initial information - Single word of Witchfinder's Oath
Privileges - Immune to Tincture of Temptation
Free night actions - Each night, the APPRENTICE can do all of the following:
1. Brew up to 3 Potions. The more Potions brewed at a time, the greater the chance each has of failing to work, or working wrongly. Different Potions have different inherent difficulties; the APPRENTICE will be informed of the accuracy with which he can expect to brew each one. The APPRENTICE always correctly labels his Potion bottles when brewing, though he will not show on the label if he mixes Potions. Exhaustion increases the risk of error when brewing.
2. Evaluate one bottle of Potion or Object. The APPRENTICE will learn what constituent Potions are contained within the bottle, or, in the case of an Object, what properties it has. The APPRENTICE cannot detect Witch's Brew in a bottle.
Night actions - Each night, the APPRENTICE may do one of the following:
Sleep, labor, snoop, dose, thieve or guard.


MONK - Sanctified
Victory - Ensure that all the WOLVES and WITCHES die. Does not need to survive to fulfil victory conditions.
Initial information - Single word of Witchfinder's Oath; knows the identity of the HERMIT
Privileges - Killed by Witch's Brew
Free night actions - Each night the MONK can do the following:
1. Pray for guidance. The MONK has a vision while praying, and discovers the nature (Arcane, Sanctified or Normal) of another player of his choice. Note: Some Potions, if drunk that night by the object of the MONK's prayer may change the MONK's perception of the nature of that player. Note also that the MONK does NOT need to select sleep as his action in order to pray.
Night actions - Each night, the MONK may do one of the following:
Sleep, labor, snoop or guard. The MONK may NOT dose or thieve.


HERMIT - Sanctified
Victory - Ensure that all the WOLVES and WITCHES die. Does not need to survive to fulfil victory conditions.
Initial information - Single word of Witchfinder's Oath; knows identity of the MONK
Privileges - Unaffected by Potion of Lycanthropy, killed by Witch's Brew.
Night actions - Each night the HERMIT can do the following:
Sleep, labor, snoop, or guard. The HERMIT may NOT dose or thieve.

Free night action - Bless, Save
Bless: Three times per game, the HERMIT may bless a VILLAGER with energy; that VILLAGER will not suffer exhaustion the following day, regardless of night action, though a curse will outweigh a blessing. If the HERMIT selects a player who is not a VILLAGER as the object of the blessing, the effort is wasted. Multiple blessings may be performed in a single night. The target of a successful blessing will be aware he has been blessed; if the blessing is unsuccessful for any reason, the target will not be aware of the blessing attempt.
Save: Visit a member of the community in the early morning. If that player has been attacked by a lone WOLF or Lycanthrope, or managed to kill all but one of his assailants during the attack, the HERMIT will apply healing unguents and save the victim's ebbing life. If there was more than one live attacker, the HERMIT will be too late. Once the HERMIT has saved a victim, whether, this free night action can no longer be selected. If the HERMIT visits a kill victim whom he cannot save, he will automatically acquire any belongings left behind by the killers.


HUNTER - Sanctified
Victory - Kill at least one WOLF in the night and survive.
Initial information - Single word of Witchfinder's Oath
Privileges - If the HUNTER manages to kill a WOLF in the night, he may at any stage (while still alive) elect to leave the village, with his victory condition fulfilled. Each morning, the HUNTER will learn how many WOLVES and Lycanthropes (in total) participated in the kill of the previous night.
Night actions - Each night the HUNTER may do one of the following:
Sleep, labor, snoop, dose, thieve, guard or stake-out a player's house.

The HUNTER is possessed of immense energy and is committed to slaying werewolves.
Staying up all night to stake out a house only tires him.
If, when tired, he performs any other action than sleep, he will be exhausted the next day.
Furthermore, there is a 20% chance he will be seen and killed if he stakes out, when tired, a house the WOLVES visit. This kill will be in addition to the WOLF kill that night.


WITCHFINDER GENERAL (WFG) - Sanctified
Victory - Survive to see all the last of the game's WITCHES die. If all WITCHES are dead when the WFG dies, but a new WITCH arises after the WFG dies, he has failed in his mission.
Initial information - Entirety of Witchfinder Oath
Privileges -
1.Every morning, the WFG will be informed of the total number of players able to brew as an inherent role action( WITCHES, OCCULTISTS and APPRENTICES) alive the previous day (after the lynch).
2. The WFG is unaffected by ALL Potions (including the beneficial ones), except Antidote Potion at any time, and Poison Potion when exhausted. The WFG loses his immunity if he kills an innocent by putting him to the test (the HERMIT and frail characters will die if put to the test).
3. The WFG is immune to the WITCHES' curses, unless at least 3 WITCHES curse him on the same night. The WFG loses his immunity if he kills an innocent by putting him to the test .
4. The WFG's martial prowess is great. He will always be able to fight off a single assailant if he is guarding,* so that any lone attacking WOLF/Lycanthrope will move on to another target (or retreat home, if WFG is the third target). The b[WFG[/b] will be aware that this has happened, his attackers will not.
*(all other factors being neutral, such as Invisibility, Poison status etc.)
Night actions - Each night the WFG may do one of the following:
Sleep, labor, snoop, dose, thieve or guard.

Ability - Each day before lynch-time, the WFG may accuse a villager of being a WITCH.
This is an official action, and only the true WFG can make this official accusation (proof of identity is achieved by declaring the entire Witchfinder Oath).
If 33% (rounding down) of the remaining villagers vote for the action, the target of the accusation will be put to the test. WFG's methods are harsh but effective: A WITCH will die if put to the test; unfortunately, so will the HERMIT. In addition to WITCHES and the HERMIT, there will be one or more VILLAGERS deemed sufficiently frail that they will die if put to the test. Further, anyone who consumes a Potion of Frailty will also die if put to the test. Each player will know whether or not he is frail. Unlike a WITCH or the HERMIT, any other frail player will be protected from death resulting from the testing by drinking a Potion of Resolve . Any other, non-frail character (WOLVES included) will be so traumatised by being tested that they will be exhausted the following day. The WFG loses the ability to test if he makes a false accusation 3 days in succession or fails to call for a testing for two successive days.
Note: Drinking a Potion of Resolve will prevent an individual suffering exhaustion from being put to the test, but will not save a WITCH or HERMIT from dying. It will however save any other frail player from dying.


THIEF (1-2) - Normal
Victory - Accumulate a fortune of X gold pieces. Once the THIEF has X gold, he leaves the village alive, and achieves a Victory, irrespective of how the game ends. The value of X will be communicated to the thief privately. Alternatively, the THIEF can win with the VILLAGERS.
Initial information - Single word of Witchfinder's Oath
Privileges - Can always successfully thieve from a player who is guarding. In addition, the THIEF has a secret hiding place for his gold and objects, which will only be discovered if he dies.
Free night actions - Each night, the THIEF can do the following:
1. Cache - transfer gold and Objects between his secret cache of gold and his 'in hand' belongings.
Note: Bids can only be made using gold held in the THIEF's purse. The stash cannot hold bottles, but can hold unlimited gold and Objects.
Night actions - Each night the THIEF may do one of the following:
Sleep, labor, snoop, dose, thieve or guard.


VILLAGERS (8-14)- Normal
Victory - Survive to see all the WOLVES and WITCHES die.
Initial information - Single word of Witchfinder's Oath
Privileges - None
Night actions - Each night each VILLAGER may do one of the following:
Sleep, labor, snoop, dose, thieve or guard.

One or more of the VILLAGERS will know himself to be frail, inasmuch as he will die if put to the test.


Full Moon
On one of Night 1-5 (precise date will be determined by the moderator and announced 24 hours in advance), a Full Moon will illuminate the night sky, lending increased potency to all WOLVES and magnifying the effect of Lycanthropy.
All WOLVES still alive will have the option of acting entirely independently - that is, each WOLF will be able to list three targets to hunt, leading to a possible kill for each living WOLF.
All players afflicted by Lycanthropy will be forced to transform and join a random WOLF hunt, regardless of the night actions they had selected. Free night actions will not be fulfilled for such players.
Finally, as a bonus free night action on the night of Full Moon only, the ALPHA WOLF and the BETA WOLF will each be able to infect a single bottle they possess. An infected Potion of Lycanthropy will become a Potion of True Wolfhood. All other Potions, if infected, are considered to have suffered the addition of a Potion of Lycanthropy


Potion bottles
Potion bottles are intrinsically magical, and their creation is a part of brewing a Potion.
Each Potion bottle can contain an infinite number of Potions mixed together.
When emptied, even momentarily, a bottle will shatter.


Potions
Note - some Potions can be brewed by the APPRENTICE , some by the OCCULTIST goo, and some can be brewed (or made as the extra brew) by a WITCH sauron. All Potions except Witch's Brew, Potion of True Wolfhood and Potion of Frailty can be made by the NPC Vendor.

* Antidote Potion sauron goo - INSTANT
Negates a Poison Potion and undoes the effect of a Potion of Lycanthropy. The drinker will not die from drinking a Poison Potion on the previous night, and will be unaffected if drinking the Poison Potion or Potion of Lycanthropy together with the Antidote Potion.

* Potion of Bewilderment sauron goo - 24 HOURS
The drinker is unknowingly afflicted with incompetence for 24 hours; the APPRENTICE and WITCH become more likely to brew Potions inaccurately. The MONK's prayer vision will see the target player according to the apparent nature of a different player (as though the targeted player had drunk a Potion of Misdirection). The THIEF loses his increased effectiveness to thieve. All susceptible players become less effective when guarding.

* Potion of Command sauron goo - 24 HOURS
The drinker gains for that night the ability to command any WOLVES who attack him in the night, equivalent to a WITCH's inherent ability.

* Potion of Disfigurement sauron - PERMANENT (Antidote ineffective)
The drinker will appear other than his true role if lynched. Thus, a drinker who is a WOLF will appear to be a WITCH or a human, a WITCH will appear as a WOLF or human, and a human will appear either WITCH or WOLF. Probability of either possibility is 50% irrespective of how many of each population remains alive. The Potion has no effect whatever on the drinker while he lives, and will not affect the WFG's counting accuracy. The effect is irreversible once the Potion is drunk.

* Potion of Energy - INSTANT
The drinker will feel energized, and lose his exhausted status; consequently, he will not be obliged to spend the night in sleep (or, in the case of a wolf, in having to feed).

* Potion of Frailty sauron - 24 HOURS:
The drinker will become frail (ie will die if put to the test). This effect lasts for only 1 lynch, and is NOT susceptible to Antidote.

* Potion of Granite and Glass sauron - 24 HOURS
The drinker will turn to stone or glass while sleeping that night; if stone, the player will be invulnerable to WOLF/Lycanthrope attack. WOLVES/Lycanthropes will be forced to move on to an alternative target instead; if glass, the player will be crippled, but the attackers will still pass on to another target. A wounded player. A crippled player can no longer fight off attackers. A crippled glass player will be slain if attacked, but the assailants will still move on. If staying up all night, the drinker will be unaffected.

* Potion of Invisibility sauron - 24 HOURS
The drinker will be able to snoop, thieve or dose successfully that night, regardless of whether his victim is on guard. The HUNTER will not see him, but will sense his presence, and a WITCH will not be able to descry him.

* Potion of Lycanthropy sauron goo - PERMANENT (Antidote effective)
Drinking this has no effect on a WOLF or the HERMIT. Any other player drinking this Potion retains his original role, goal and abilities, but will now be viewed as Arcane by the MONK and a drinker of a Potion of Visions, and will appear to be a WOLF if lynched. When he is killed, his hair can be used by a WITCH to make Witch's Brew. The player's range of choices for night action is unchanged, but every time he chooses to sleep, he will instead change into a hairy monster and join the true WOLVES in feeding. The player will only discover the change the next morning he wakes after choosing to sleep. (The tattered clothes and taste of blood in his mouth will clue him in). The drinker does not gain any ability to PM or receive PMs from the WOLVES, or have any say in target selection.

* Potion of Misdirection sauron - 24 HOURS
If seen by the HUNTER, prayed about by the MONK, dreamed about by the drinker of a Potion of Visions or descried by a WITCH, the drinker will have the appearance of another player, and will seem to have a different role (both player ID, nature and night action determined randomly (and separately) according to population of villagers still alive). So, the drinker will seem to the HUNTER to be player A, to the MONK or drinker of a Potion of Visions to have the nature of player B, and to the WITCH to be doing what player C does. Players A,B and C will be chosen at random from those still alive, excluding the drinker himself. Note - there is NO chance that the drinker will be seen as himself, but he may be seen as doing what he actually is doing (if another player is doing it as well), and may be seen as having his own nature (if another player has that nature too).

* Potion of Nightmares sauron goo - 24 HOURS
The player drinking this Potion will suffer nightmares and be exhausted the following day. If the player had drunk a Potion of Visions, no useful information will be received. If the player is not sleeping the night of drinking the Potion, he will suffer hallucinations which will compromise his ability to accurately perform his selected night activity. The effect is thus indistinguishable from that of a WITCH's curse.


* Poison Potion sauron - PERMANENT (Antidote effective)
This Potion is unlikely to be drunk knowingly. A player consuming a Poison Potion will be aware he is poisoned, but the rest of the village will not. The drinker of a Poison Potion will die in 24 hours unless he manages to acquire Antidote Potion.

* Potion of Resolve sauron - 24 HOURS
The drinker will not be exhausted if put to the test. If being put to the test would kill a player because of his role (ie WITCH or HERMIT), drinking a Potion of Resolve will not save him. If being put to the test would kill a player because of imposed frailty, drinking a Potion of Resolve will save him.

* Silver Potion - 24 HOURS
The drinker will have silver in his body that night. Any WOLF or victim of a Potion of Lycanthropy who either drinks this potion or feeds on a player who has drunk it will be afflicted as though having consumed a Poison Potion.

* Tincture of Temptation sauron goo - INSTANT
If added to any Potion, the Tincture will induce a player to immediately drink the contents of that bottle of Potion if receiving it from another player. The Tincture has no other effects, and does not activate until it is mixed. The Tincture does not activate on contact solely with Witch's Brew. Tincture of Temptation does not work on the APPRENTICE

* Potion of True Wolfhood - PERMANENT (Antidote ineffective)
This Potion can be created from a Potion of Lycanthropy only by the ALPHA WOLF or BETA WOLF and only during the night of the Full Moon (see Full Moon above).
A Potion of True Wolfhood is indistinguishable from a Potion of Lycanthropy.
Only players susceptible to Lycanthropy will be affected by a Potion of True Wolfhood. The Potion of True Wolfhood has the same effect on a WITCH as does a Potion of Lycanthropy (ie a WITCH cannot become a WOLF).
True Wolfhood initially works exactly the same as Lycanthropy. However, if the player who drank the Potion makes or joins a kill as a Lycanthrope, he will wake the following morning as a JUNIOR WOLF. At that point, Antidote will not reverse his condition (though it is effective up to that time). The player's role and goal shift permanently to that of a JUNIOR WOLF. Any role-specific abilities the player previously enjoyed will be retained, except prayer (in the case of the MONK being transformed), but brewing accuracy will be compromised in the event of the APPRENTICE becoming a JUNIOR WOLF.

* Potion of Visions - 24 HOURS
The drinker gains a vision of a player of their choice, and learns that player's nature (Arcane, Sanctified or Normal) while sleeping that night. The drinker must choose sleep as his night action for this to be effective. Note: Some Potions, if drunk that night by the object of the drinker's interest may change the drinker's perceptions of the nature of that player.

* Witch's Brew sauron - PERMANENT (Antidote ineffective)
Effect depends on the role of the drinker. Witch's Brew will kill the HERMIT or MONK if either drink it. Witch's Brew has no effect on WOLVES or the WFG. In all other cases, the drinker will become a WITCH for the rest of the game, but keeps any role-specific abilities previously held. The Witch's Brew needs, as a key ingredient, part of a recently dead werewolf. The older the ingredients, the more likely the brew is to fail. The ELDEST WITCH is considered capable of acquiring the ingredient from the corpse of the deceased. Only the ELDEST WITCH can brew (or extra brew) Witch's Brew. Only one Witch's Brew can be made from each werewolf. Nobody, not even the APPRENTICE, can detect Witch's Brew in a mixed Potion. Witch's Brew alone does NOT activate the Tincture of Temptation.

* Potion X
The player or players who can brew PotionX will know what it does and how to use it. There may be more than one type of Potion X.


Objects

In this game there will be several Objects.
An Object may affect how well the holder can perform free night actions or night actions or how he is affected by Potions.
Initial owners will be allotted randomly. Some objects may begin the game not owned by any player..
Objects may be passed as though they are bottles, using the same rules (no more than one object/bottle to any player each night). HOWEVER, only the initial owner of an object will know what it does. This information may be shared publicly, of course. The physical description of an object may give some clue as to its function. In all cases, the owner must make an active decision to use the object if desired, each night. One (or more) of the objects, if being used, has the power to change the apparent nature (Arcane, Sanctified, Normal) of the owner.
All the objects are multi-use, though not necessarily infinite use.
A player may hold or use a maximum of 1 Object overnight, in addition to the 1 bottle limit.
Objects are also inherently valuable, and may be sold for gold or used as payment (change given) for auctioned or commissioned bottles. An Object's original owner, knowing the Object's provenance, will be able to trade it for 1 gold more than its inherent value. The THIEF may count the value of an Object towards his desired total. The owner of each Object will have an accurate notion of its value as part of the object's description.


Emergency Potion Pass and mixing Potions
Each day, players may call for an Emergency Pass Potion (EPP).
Only requests for Antidote Potion or Potion of Resolve will be valid.
A player calling for an EPP must place his request in BOLD for it to be recognised.
A call for an EPP cannot be withdrawn.
A player wishing to offer an EPP must have a bottle labeled as the type requested. Thus a bottle labeled Bewilderment which is known to contain Antidote will not be a valid offer to an Antidote EPP, but a bottle of Lycanthropy mislabeled as Antidote will be valid.
Players wishing to offer a potion to an EPP should PM the moderator, detailing to whom they offer which bottle in their possession. If no PM is received, any GIP postings are empty words. A PM offer can not be recalled.
A player may make offers to multiple EPPs in a single day.
The moderator will select at random from the PM offers which single EPP will be 'fulfilled'.
The selected EPP will be resolved an instant before testing, and the contents automatically drunk.
The player requesting the EPP will not learn who contributed the bottle; the information will not be published.
Once a player has had an EPP fulfilled, he may not make another EPP request for the duration of the game.

Potions may be mixed at any time, not just at the start of the night.
Once a player submits a PM to the moderator to say he is mixing the contents of two bottles, it is considered done - no going back. Thus players are able to mix a cocktail for an EPP if desired.



Game play:

Start
Each player will be PM'd full details of his/her role, and a different word of the Witchfinder Oath (see WFG).
Each player starts with 5 + X gold pieces, where X is randomly determined for each player, with values between 0 and 5. Some players may begin with a Potion and/or an Object.

On Night 0, all players may perform their normal range of free night actions and night actions, but the target for the WOLF kill (if any wolves choose to kill) is predetermined to be a non-guarding NPC (non-player character run by the moderator). This NPC may have some gold and may own one or more Potions and/or Objects. The HUNTER may not stake-out this NPC, nor can any other player interact with him.

Potion and Object purchasing.
On Day 0, there will be a blind auction of some number (precise number not announced) of each of the 16 Potions listed above, excluding Witch's Brew and Potion of True Wolfhood. There may also be one or more Objects. (For those interested in probabilities, the number of each Potion will be determined using a Poisson model, mu=2.25). NOTE: There may be one or more Potion types of which ZERO bottles will be on sale on Day 0.
Bids should be sent privately to the moderator.
Each available Potion and Object will be sold to the highest bidder.
In case of a tie, the Potion or Object will go unpurchased.
Players must be able to meet their obligations (ie no player may bid in total more gold than they hold).
Players may bid on, and might successfully purchase, more than one Potion and/or Object.
All bids must be received by lynch-time (see below). There will be no lynch on Day 0.
Purchased items will be collected AFTER the witch-testing (if any) and lynch.
Each Day thereafter, any as-yet unpurchased Potions or Objects from the original auction will again be put up for sale, together with any Objects sold to the vendor NPC. (Again, if there are multiple copies or bottles available, this will not be explicitly stated). There will also be one additional bottle of the Potion most eagerly desired by purchasers, as determined by the total gold unsuccessfully bid for that type so far (total being reset each time a Potion of that type is created due to demand). In the case of a tie in demand, there will be an additional bottle of each Potion in the tie, but an increased chance of failure or side-effects, since the vendor will have had to brew more at once.

Potion commissioning
In addition, each day, the player making the highest unfulfilled bid (whether or not the bid was placed on a potion type which was in stock), will be deemed to have commissioned the vendor to create a further Potion of the designated type (again excluding Witch's Brew and Potion of True Wolfhood).
In the case of a tie, no commission will have been made.
The cost will be deducted at the time of the lynch.
The individual who is lynched is retrospectively excluded from the commission.
The commissioned Potion will be received by the player the following morning, along with any Potions he is passed in the night. It will therefore not be available to any thieving player during the night it is commissioned.

Thus, a bid in the daily auction may result in:
1) buying a bottle which is received directly after the lynch,
2) commissioning a bottle which is received at dawn the next day
or
3) no success (bid is added to the 'demand' total for that potion type).

Exhaustion
All players have a refreshing night action available to them. For WOLVES, this is feeding. For non-WOLVES, this is sleeping.
Any player not choosing their refreshing night action will be exhausted the following day*.
A Potion of Energy changes an exhausted player to a non-exhausted player, instantly.
A successful blessing (see HERMIT) will ensure a player wakes rested in the morning, irrespective of night action. NOTE: Energy is restorative while blessings are protective.
An exhausted WOLF who does not feed will die the following morning.
An exhausted non-WOLF will be compelled to sleep.
Exhausted or rested status is not publicly disclosed.
*With the exception of the HUNTER, whom the stake-out night action renders tired (half-exhausted).

Lynch
Each day, villagers vote for one character to be lynched (single vote per player).
The player who receives the most votes is lynched.
In the case of a tie, the first to have reached and stayed at that number of votes will be lynched.
If no votes are cast, there will be no lynch.
There is no lynch on Day 0.
Lynching will reveal whether a player appears WOLF or WITCH or human in death
Any Potions, Objects and gold belonging to the lynched player will be assigned randomly among non-exhausted villagers.

Voting will be by the standard Cassandra system, with LHLV as tie-break.

Lynch voting ends at 4pm BGG timestamp (10pm GMT); this is considered to be lynch-time.
All lynch votes after this time (by BGG timestamp) will not be counted.
Lynch results, including distribution of the lynch victim's belongings, and storyline will be published as soon thereafter as I can write and post them.


Night orders
Night orders must be submitted by 6pm BGG timestamp (12am GMT). (extension by arrangement with the mod)
Please title these "Bewitched night orders, Day N: xxxxx", where Day N is the day on which the bid is made, and xxxxx is your BGG ID.
Orders may be submitted by Cassandra mod-chat if preferred.
I shall accept conditional orders (eg give potion to Javal unless he is lynched, in which case give to jmilum) as long as entirely unambiguous.
If all orders are received by 6pm BGG, I shall process orders before going to bed. If there is an extension for whatever reason, I shall process orders when I get up at 8am GMT, and will have results waiting for you in the US morning.
Any player not submitting a set of night orders will be deemed to have given up any free night actions and simply slept.


Review of free night actions

Command (WITCH, drinker of Potion of Command): Determine who will be attacked in your stead if the WOLVES/Lycanthropes attack you.

Descry (WITCH only): Discover the night action of another villager that night. NOTE: No information on free night actions will be revealed to a descryer.

Curse (WITCH only): Cause another villager to have nightmares and be exhausted the following day, regardless of night action. Render useless any visions that villager might have had. No effect on prayer.

Direct (WITCH only): By correctly picking the lead WOLF or Lycanthrope engaged in hunting that night, dictate who the primary target is to be.

Brew (WITCH, OCCULTIST, APPRENTICE): Create Potion(s) from the available list.

View (OCCULTIST only): Determine whether a player is apparently Arcane or not.

Evaluate (APPRENTICE): Analyse a bottle and determine what constituent Potions lie within it. The APPRENTICE cannot detect Witch's Brew[/b]. Alternatively, identify the nature and function of any one Object held by the APPRENTICE that night.

Bless (HERMIT): Relieve a VILLAGER of exhaustion. This free night action can only be used three times in the game.

Save: Visit a member of the community in the early morning. If that player has been attacked by a lone WOLF or Lycanthrope, the HERMIT will apply healing unguents and save the victim's ebbing life. If there was more than one attacker, the HERMIT will be too late. Once the HERMIT has attended a victim, whether or not he manages to save a life, this free night action can no longer be selected.

Pray (MONK ): Determine the nature of another villager.

Cache (THIEF): Transfer gold and Objects between his secret cache of gold and his "in-hand belongings".

Infect (ALPHA & BETA WOLF at Full Moon): Cause a single Potion to change nature: Lycanthropy becomes True Wolfhood and all other Potions gain the addition of Lycanthropy.

Review of Night actions

Feed (WOLF): Join the attack on the designated villager(s). Not feeding makes a WOLF exhausted. An exhausted WOLF must feed or die in the morning. Successfully feeding restores an exhausted WOLF to rested status.

Stake-out (HUNTER): Select a villager whose house you will watch all night. The following will automatically occur:
1. If a single WOLF goes in to make a kill, the HUNTER will kill the WOLF and take its Potions, Objects and gold.
2. If a single WOLF comes out after making a kill, the HUNTER will kill the WOLF and take its Potions, Objects and gold.
3. If more than one WOLF goes in or out, the HUNTER will not act, but will be advised of that fact.
4. If any snooping, thieving or dosing players strike the house, the HUNTER will learn identities (but not specific actions) while himself remaining unseen.
5. If the HUNTER stakes out the house of a WOLF who goes out to feed, or any player who chooses to snoop, thieve or dose, the HUNTER will learn that that player left his house and returned, but receive no indication of what the player did while away from home.
6. Unlike WOLVES, a Lycanthrope does not transform back to human form before leaving its victim. Consequently, the HUNTER WILL kill any Lycanthrope he sees returning to its own home after a kill.

The HUNTER learns the names of players whom he sees in human form entering the house he is watching. He does not learn their purposes. He will be given incorrect information on any player he sees who is under the effect of a Potion of Misdirection, and will not be advised of the passage of a player who has drunk a Potion of Invisibility.

Snoop (all players): Visit the house of another player and determine whether or not he is at home that night. If the snooped player is at home for his night action (ie is sleeping, guarding or extra brewing), the snooper will observe this happening. The victim of a snooper has a chance of realising in the morning that he had a snooper. A snooper will not observe any free night actions (Pray, Bless, Command, Curse, Descry, Direct, Brew)

Labor (all players): Any rested player may work as a full night action. The player remains at home and as vulnerable to snooping, theft, dosing and attack as if sleeping. In return, the player will earn 2 gold. The HUNTER may labor if tired, but will only earn 1 gold. The APPRENTICE, WITCHES and WOLVES will not earn any money if they labor.

Guard (all players): Stay up all night in your house.
1. You will discover, and prevent, anyone trying to thieve from you, dose you or come snooping.
You will not discover whether a visitor is a thief, doser or snooper. A foiled doser will not lose his Potions.
2. In the event of a WOLF or Lycanthrope attack, you have a chance to kill or fight off your attacker instead. This chance decreases the more WOLVES and Lycanthropes there are attacking you. An attacker that is fought off may either continue down the list of targets, or abort the night attack altogether, depending on the damage suffered (the moderator will determine).

Thieve (all players except MONK, HERMIT): Visit the house of another player and take one of his Potions, one of his Objects and all his gold. If the victim is out, only his gold and the Potions and Objects he has received from other players that night will be available to be stolen. The victim of a thief will know in the morning that he had a visit from a thief, whether or not anything is taken.

Dose (all players except MONK, HERMIT): Visit the house of another player and apply the contents of one or more Potion bottles to their food and water, which they will consume the following morning, to full effect.

Sleep (all players): None of the above. Sleep removes exhaustion for all players except WOLVES. All exhausted non-WOLVES must sleep.

Extra brew (WITCH): Create an extra Potion - see brew.


Order of events:
DAY
Pre-dawn light - HERMIT makes his save attempt (if any).
Dawn - victims of night kill(s) discovered. Any remaining goods distributed
among the rested.
Day - discussion
Auction - all bids must be received before lynch-time.
EPP - the selected EPP (if any) is fulfilled, and the bottle contents consumed.
Test - WFG's candidate, if nominated and approved, is tested. If the subject of
the test is killed, the WFG will confiscate all his belongings.
Corpse is revealed as WOLF/WITCH/HUMAN
Lynch - the nominated individual is lynched.
Belongings are distributed among the rested.
Purchase - bottles bought at auction from the vendor's stock are paid for and
received. The player with the absolute highest unfulfilled bid (if any)
pays the bid for a bottle which will be delivered at
dawn the next day.

NIGHT
Drink - newly acquired bottles containing Potion of Temptation are automatically drunk by susceptible players.

Order in which nocturnal activities are resolved:
1. Potions are brewed (including extra brew), drunk, held, mixed, or destroyed.
2. All Potion and Object passes are enacted.
3. All other free night actions except save are performed.
4. Players choosing to sleep or guard begin to do so.
5. HUNTER leaves his house and takes up position.
6. Any villagers choosing to engage in snooping, thieving or dosing leave their houses.
7. WOLVES leave their houses and go into the woods to meet up and discuss their targets.
8. Any snooping, thieving or dosing villagers visit their targets, act, and return home, to doze for the remainder of the night.
9. WOLVES visit their target, (and second/third target if the first/(first and second) is safe* or fights off the attack), kill and return home, to doze for the remainder of the night.
10. HUNTER returns home.


DAY
Pre-dawn light - HERMIT makes his save attempt (if any).
Dawn - victims of night kill(s) discovered. Any remaining goods distributed
among the rested.

Etc.

*A target is considered 'safe' if he is absent due to feeding or being on stake-out, or is under the influence of a Potion of Granite


Potions and bottles
Potion bottles are intrinsically magical, and their creation is a part of brewing a Potion.
The label on a bottle is nothing more than a shadow within the glass; it cannot be removed or changed.
Only a WITCH or an OCCULTIST can mislabel a bottle when brewing.
Each Potion bottle can contain an infinite number of Potions mixed together.
When emptied, a bottle will shatter.
Players are free to mix a Potion into a bottle which already contains a Potion or mixture of Potions.
Only the trained eye of the APPRENTICE can determine what combination of Potions are actually contained in a bottle, by using his free night action: evaluate.


Passing and receiving bottles and gold, THIEF cache.
All Potion bottles and Objects that are passed are considered to be put in the recipient player's mailbox, and are picked up by that player in the morning (or distributed if that player has died in the night). They can not be used the night they are passed.
A player receiving a Potion bottle or Object will not know from whom that bottle came.
Non-WOLVES may not pass gold.
WOLVES may pass gold among themselves at night.
A THIEF has a cache in his house, in which he can keep gold and Objects.
If a WITCH accurately descries a THIEF adding to or taking from his cache, that WITCH will be able to access the cache if thieving on a subsequent night.


Holding a bottle
Each player may hold a maximum of one bottle and one Object overnight, though a bottle may contain any number of Potions.
Potions brewed are counted within the Potion bottle limit - in other words, if the Apprentice owns 1 bottle and brews 2 more Potions, he must (in some combination) pass, drink, mix, destroy, or dose another player with 2 of these.
A player owning more than one bottle who does not make clear instructions on how they should be passed will be deemed to have mixed all the contents together into a single bottle (randomly determined by the Moderator).
A player owning more than one Object who does not make clear instructions on how they should be passed will be deemed to have left one of the Objects in the village square, where it will be picked up by a random player.

Brewing, dosing and drinking
A Potion will not be effective if used in dosing on the night it is brewed.
A Potion will be fully effective if drunk on the same night it is brewed.


Theft
If Player A decides to thieve from Player B:
1. If Player B is sleeping, Player A will receive all of the gold owned by Player B, one of the bottles owned by Player B (including, if appropriate, any bottle in Player B's mailbox and any bottle Player B held that night, but excluding any bottles Player B passed to other players that night) and one of the Objects owned by Player B (including, if appropriate, any Object in Player B's mailbox and any Object Player B held that night, but excluding any Objects Player B passed to other players that night).
2. If Player B is feeding, dosing, thieving, on stake-out or extra brewing, Player A will receive all of Player B's gold (excluding any that Player B may acquire by thieving in the same night), one of the bottles from Player B's mailbox and one of the Objects from Player B's mailbox only.
3. If Player B is guarding, Player A will receive nothing, and Player B will learn that Player A came visiting, though not why. Exception - Player A is a THIEF (see role description) or Invisible.
4. If Player A and one or more other players choose to thieve from Player B:
The moderator randomly determines the order in which the thieves will strike. The first thief will receive all the gold available, together with one of the available Potion bottles and one Object. Subsequent thieves will each in turn be able to take one of the remaining available Potion bottles and Objects. No thief will receive anything if Player B is guarding (with the exception of a THIEF or Invisible player).


WOLF kills
When WOLVES kill a player, they will randomly divide the victim's belongings, and equally share his/her wealth among the WOLVES participating in the kill. A victim of a Potion of Lycanthropy will not get a share of the victim's belongings.
There will only be a night kill if at least one WOLF or Lycanthrope is out in the night feeding.
The victim's apparent shape in death will be revealed (WOLF, WITCH or human).
WOLVES can freely pass gold between each other at night, but pass Potions and Objects in the normal manner, with the same limit of at most one Potion or Object to each other player.


Exhaustion:
Players who are exhausted can refresh themselves at night:
WOLVES refresh by feeding.
Non-Wolves refresh by sleeping.
Anyone can refresh by drinking a Potion of Energy. (ie this is RESTORATIVE)
Receiving a blessing from the HERMIT means that a VILLAGER will not be exhausted in the morning, even if not performing a refreshing action during the night. (ie this is PREVENTATIVE). The recipient of a blessing will not receive advance warning of the blessing.

A WOLF may decide not to refresh himself, and will die in the morning if not dosed with a Potion of Energy that night or drinking a Potion of Energy at dawn.
A non-WOLF does not have a choice of night action if exhausted - sleep is automatic (though it is possible to drink a Potion of Energy at the start of a night in order to eliminate exhaustion.


Cassandra Chats and forum posts:

PMs:
WOLVES may freely use the Cassandra chat.
WITCHES likewise may freely use the Cassandra chat.
No other players will have chatrooms on Cassandra, and no players should PM.

Moderator PMs
You may NOT under ANY CIRCUMSTANCES quote text from moderator PMs or chat, though you may use any information contained therein in your posts.
If you PM or Cassandra-message the moderator with a rules query, the moderator will either reply directly to you with the response, or post the clarification on the game thread, depending on the significance of the information and whether public posting is likely to give away your thinking. Your identity as questioner will not be mentioned in a public rules clarification.

Game thread posts
Players may post at any time, Day and Night (Night posts are considered to be conversations held around the village hearths before people head home to sleep... or whatever else they have chosen as night action).
As in most item-based WW games, there is an implicit rule that you are not able to 'show' other players what you have. You can claim whatever you like, but you can't show them your bottle or Item, nor can you 'publicly' drink or destroy Potions. If you wish to demonstrate ownership of a bottle or Item, the best you can do is pass it to a doubter.

Editing posts
Feel free to edit posts (within the spirit of the game - no secret messaging which you subsequently hide by editing). If you feel the need to edit a post, please add a quick statement to explain the need for your edit.
Votes will NOT be counted if in edited posts, however.
Do NOT under any circumstances delete posts, even if they are accidental duplicates. If you must, just edit to say "this was a duplicate post" if you feel you are blocking up the page.

Checking mail and zombie posts
Before your first post each morning, you MUST check your mailbox.
Overnight mortality and some random spell effects will change your ability to post.
Please ensure you are clear on whether you can post BEFORE you do so.
If you die, you may, in accordance with recent tradition, make some remarks from the dead, if you feel sufficiently strongly motivated to do so, though I do not encourage this. If you do so, please use zombie zombie to surround your text, and do not make any comments revealing or suggesting information, even if you consider it to be already in the public domain.


Potion effects - timing:
Potions may be drunk at the following times:
Start of the night: Potion effect will last until just after lynch-time the following day*.
Daytime, before the lynch: Potion effect will last until the following dawn*.
A potion applied by dosing another player will be consumed by the victim at dawn of the following day, and have duration as described for -daytime- drinking above.
* Potion of Disfigurement, Potion of Lycanthropy, Poison Potion, Witch's Brew and TrueWolfhood have durations greater than 24 hours. Antidote Potion, Potion of Energy and Tincture of Temptation have instant (zero duration) effects.


Clarifications on some Potions:

Potion of Lycanthropy
Drinking this potion does not make you a WOLF. You keep your original role, abilities and goal.
The Potion only affects you on nights you choose (or are forced by exhaustion) to sleep.
Your sleep will remove exhaustion in the normal way, whether you kill or not.
You do not get any PM rights with WOLVES, nor do you learn anything about them.
WOLVES will learn how many Lycanthropes join in their kill, but no identities.
You do not get to choose the victim of the WOLVES. If there are no true WOLVES left, but there are some Lycanthropes, the target and alternates will be determined randomly by the moderator. In this circumstance, one of the feeding Lycanthropes will be randomly determined to be the leader for the purposes of WITCH direction.
You do not collect any loot from kill victims. You are a mindless beast.
You will appear exactly as a WOLF does to anyone viewing you, and will seem to be a WOLF if you are killed.
In the unlikely event that there are only WOLVES and non-WITCH Lycanthropes left alive, WOLVES will be considered to have won.
If a WITCH drinks a Potion of Lycanthropy and is subsequently lynched while still affected, it will be announced that a WOLF has been lynched, as would happen for all other players in that situation (unless a Potion of Disfigurement has been drunk, which will change the appearance of the lynch victim).

Poison Potion and other poisoning
If you are poisoned by a Poison Potion, you must drink an Antidote Potion within 24 hours or you will die.
ie - if you are poisoned on Night 1, you must drink Antidote on Night 1 or Day 2. Otherwise you die just after lynch on Day 2. You do have time to buy an Antidote on Day 2 and drink it.
If you are poisoned on Day 1 (by drinking on Day 1 or being dosed on Night 0 with something that poisons you), you have until dawn on Day 2 to consume an Antidote.
Silver Potion affects WOLVES and Lycanthropes the same way Poison does.
If, as a WOLF or Lycanthrope, you feed off an individual who is under the influence of a Potion of Silver, this counts as being poisoned in the night, as though you had drunk Poison yourself.

Antidote Potion
If you would have died due to Poison or Silver, an Antidote Potion cures you.
If you have been affected by a Potion of Lycanthropy, you are cured (though not protected from future Potions of Lycanthropy).
If you drink an Antidote Potion the same night as any P, S or L that would harm you, you are not harmed.
Antidote Potion will NOT reverse the effect of a Witch's Brew. You are a WITCH for the rest of the game.
Antidote Potion will not protect against future harm.
Antidote Potion will not reverse the effect of a Potion of Frailty.

Conflicts of Command:
If a Potion of Command drinker and either a WITCH or another Potion of Command drinker nominate each other, and one is targeted by WOLVES, the WOLVES don't ping-pong all night. The WITCH's spell works all night. Each Potion of Command works once. If the WOLVES come back again, bad luck.
If two WITCHES nominate each other, the elder WITCH's spell proves stronger, and the younger WITCH will be eaten.

Full Moon Night & Direct
On Full Moon Night, each WOLF can decide to attack individually.
Lycanthropes will not attack separately, but will each join a randomly selected attack, if there is one. If no WOLVES attack, Lycanthropes will attack as a group along a randomly selected 3-player target list.

Each WOLF/Lycanthrope attack will have a lead WOLF/Lycanthrope, for the purposes of the witch 'Direct' action.
So, for example, if ALPHA and BETA go together and JUNIOR goes separately, direct will work on the ALPHA and the JUNIOR, but not on the BETA, who is not a lead WOLF in that scenario.
If more than one WITCH targets the sameWOLF, the most senior WITCH's decision will dominate, then the next senior etc.

Direct: WITCH free night action : The WITCH names an attacker and a victim X. If the attacker is a lead WOLF (or lead Lycanthrope), then the target list A/B/C will become X/A/B. Normal rules about availability of targets will apply, and if X has drunk a Potion of Command, this will still work. If X is not available, the attack will continue down the list of alternates.
If a senior WITCH directed to X and a more junior WITCH directed the same attacker WOLF to Y, the target list would change from A/B/C to X/Y/A.


Natures
All players have a "nature" dependent on their role and current status.
WOLVES, WITCHES, OCCULTISTS, APPRENTICES and players suffering Lycanthropy appear Arcane.
MONK, HERMIT, HUNTER, WFG and blessed VILLAGERS appear Sanctified.
THIEF and VILLAGERS appear Normal.
(In case of conflict, Arcane takes precedence over Sanctified - eg a blessed lycanthropic VILLAGER will appear Arcane).
Natures will be disguised by drinking Potion of Misdirection.
A player's apparent nature may be changed while using an Object.
Natures may be discovered by the MONK when praying or by any player sleeping after drinking a Potion of Visions, and an OCCULTIST can evaluate whether or not a player is Arcane.



FINAL NOTE:
All passages of descriptive text will have been sketched out well in advance, and any player names used in narrative flavour text will have been selected randomly; no inferences on rules should be drawn from their appearance.
I do not favour rebalancing mid-game, so do not expect it.
That being said, there may be new rules or alterations in circumstances for individual players. The triggers for these are predetermined, and they will happen NO MATTER WHAT THE STATE OF PLAY IS, only excepting that I shall not allow a flavour/random event to abruptly end
 
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Player List According to Cassandra:
acekim
Anonymouse512
bluebehir
bwt2q
Esuh
gjanse
greek2me
Janiera
jaredh
kuchick
le_cygne
mbs808
melissa
nykkel
Rasattack
Rjphelan
RoyalFlush
Rukasu
seanp
Shugyosha
slyde
Stuey
TheArchAngel
whirlinghurly
Xandryyte
yekrats

26 players are signed up.

To sign up for this game go to
http://www.thecassandraproject.org/jeremy/werewolf/game/1578...
 
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Terri K
United States
Richmond
Virginia
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Good golly people... my username has a lower case x!!
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Females play board games too!!! ;)
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No one signed up yet?! Of course I am in!
 
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MandaBug
United States
Starkville
Mississippi
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These games are somewhat legendary. I must join.
 
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Greig
Canada
Peterborough
Ontario
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Always believe
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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...
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When's Sinister Excursions 3?

In. Without a question.
 
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Bela's dead and Vampira won't talk
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Madison
Wisconsin
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I've been waiting for this for a long time.

Can't wait.
 
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RJ
Australia
Melbourne
Victoria
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I'll join. (And I'll of course take part in Sinister Excursions 3 as well. devil )
 
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Golden Lotus
United States
Durham
North Carolina
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I just drunk a Potion of Signing Up I got from Cassandra.
 
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Melissa
Australia
Parkville
Vic
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May you find the Perfect Shoe! xxx
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Mostly offline, but trying.
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Retirement?

What retirement?

I'm sure I said I might play again ...
 
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Melissa
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May you find the Perfect Shoe! xxx
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shugyosha wrote:
I just drunk a Potion of Signing Up I got from Cassandra.


Ha! I mixed it with poison. You die.

BASTARD.

I know, wrong Bewitched ... anyway ...
 
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Golden Lotus
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Durham
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melissa wrote:
shugyosha wrote:
I just drunk a Potion of Signing Up I got from Cassandra.


Ha! I mixed it with poison. You die.

BASTARD.

I know, wrong Bewitched ... anyway ...

Luckily, I have this Antidote, which I had made from Powdered Imp Horn.
 
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Melissa
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shugyosha wrote:
melissa wrote:
shugyosha wrote:
I just drunk a Potion of Signing Up I got from Cassandra.


Ha! I mixed it with poison. You die.

BASTARD.

I know, wrong Bewitched ... anyway ...

Luckily, I have this Antidote, which I had made from Powdered Imp Horn.


BASTARD
 
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Avin Fernando
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I'd like to try this out, but I'm going to Sri Lanka for 3 weeks on June 16th, and there is no way I will be able to play any WW games at all while I'm there or travelling (it will take more than 24 hours to get there).

If the game is starting enough in advance that there is a good chance that I would die or the game would be over before then, then I'd like to be in. Otherwise I will have to miss out
 
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~MUST LOVE~ ~Geeky Time Lords~
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Sure, why not.

June, you say?

I should be through the rules by the end of May.
 
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Greig
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TheArchAngel wrote:
Sure, why not.

June, you say?

I should be through the rules by the end of May.


I was thinking "At least I don't need to buy a book for my two week vacation."
 
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John Valvard
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Belash wrote:
I was thinking "At least I don't need to buy a book for my two week vacation."

Yeah yeah yeah

Like it says in the blurb - only the 10point and higher text is really important. All the small type is effectively a dictionary of rules queries explained. It's for reference when planning moves, but you don't utterly need to know it to play the game per se.
 
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Amanda Fabulous
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Wouldn't miss it..

kiss
 
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Damien Browne
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melissa wrote:
shugyosha wrote:
melissa wrote:
shugyosha wrote:
I just drunk a Potion of Signing Up I got from Cassandra.


Ha! I mixed it with poison. You die.

BASTARD.

I know, wrong Bewitched ... anyway ...

Luckily, I have this Antidote, which I had made from Powdered Imp Horn.


BASTARD


I love that I created the possibility of such long standing rivalry in friendship. It's a beautiful thing.
I also love that I actually *get* this running joke
 
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John Valvard
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Rule amendments since Bewitched V:

1) Labor - in response to several requests, it is possible for a rested player to work through a night to earn some money. jaredh - you need not be penniless again!
Note that Witches, Wolves and the Apprentice cannot labor effectively; this is to prevent the brewers from racking up wealth by working and then drinking (freely) brewed Energy potions.

2) No dbmurph-like npc role. All players will have roles as described.

3) There will almost certainly be one or more types of 'Potion X'. They will not be vastly overpowered, and exist primarily to allow FUD and bluffing. One thing I shall assure players - there will be no 'Potion of Silence' or equivalent preventing posting.
 
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Javal wrote:

2) No dbmurph-like npc role. All players will have roles as described.


The black crow dives from his perch on the tree and then lifts skyward higher in the air. He flies east to the edge of town to Javal's hut, who is out tending to his daffodils. The black crow swoops down over Javal's head and dumps yesterday's berry breakfast on Javal's head.
 
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And yet I still can't persuade to come and play as a full player, murph?
 
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Jared Heath
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Javal wrote:
r{Rule amendments since Bewitched V:

1) Labor - in response to several requests, it is possible for a rested player to work through a night to earn some money. jaredh - you need not be penniless again!


Woohoo!!! WOOHOOO!! MONEY IN BEWITCHED! What ever will I do with myself. ???
 
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Jared Heath
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dbmurph22 wrote:
Javal wrote:

2) No dbmurph-like npc role. All players will have roles as described.


The black crow dives from his perch on the tree and then lifts skyward higher in the air. He flies east to the edge of town to Javal's hut, who is out tending to his daffodils. The black crow swoops down over Javal's head and dumps yesterday's berry breakfast on Javal's head.


Away with thee, foul beast. No more evil crows that only two people know and understand have anything to do with the game other than fluff flavor text posts!!

Away I Say!
 
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Of course. But this game has so much going on it's dangerous for my time - but I can't help myself. I just asked Cassandra to hit me with a frying pan.
 
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