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Subject: Which One Night and Why rss

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Aneillio Lorenzini
United States
Gainesville
Florida
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Would y'all suggest One Night Ultimate Werewolf or One Night Revolution and why?

I will be playing this with kids sometimes (7-11) as well if that needs to be taken into account, but they are sneaky little things, well versed in deception via Coup and Mafia.

thanks.
 
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john greeb
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I was in a similar situation and went with One Night Ultimate Werewolf (ONUW). Since that initial purchase, we've purchased all of the One Night Ultimates (base game, Daybreak and Vampire).

I've found ONUW to be very easy to teach and scales very well, both in player count and in complexity. My 13 year old took it to a party the day we bought it and had no problem teaching it (and they played it all night). By picking and choosing which characters to add into the mix, you can raise or lower the complexity as you deem appropriate. Adding in Daybreak increases options/complexity and will only improve replayability since the base set may get a little stale after awhile. The Vampire edition adds in even more chaos and options while increasing the complexity above the Werewolves. And once you become experts at each individual edition, you can mix them all together & really have an ultimate Ultimate session (note- each edition is also a stand-alone game). An Alien edition is next on the horizon. The playing of any & all the ONUW editions is greatly facilitated by the use of a free App. Without the App, someone would have to be narrator.

I've never played One Night Revolution (ONR) but have watched several reviews. Therefore, the following are impressions and not from actual game experience. To me, ONR seems more dry and less chaotic. Those that like it over ONUW imply that ONR has more strategy (it's more of a "gamer's game"). ONR does not have an App since it does not require a facilitator/narrator. The ONR mechanisms of when/how a person takes their action during the "night" makes it less likely someone will accidentally give away their role by making too much noise. I also believe there may be more variety in the roles/actions in the ONR base game than the ONUW base game. As such, the ONR base game may have longer replayability than the ONUW base game but it may also be more difficult to teach.

Personally, I believe the ONUW theme is more "fun" and I think the basic roles/actions are easier to introduce to kids with the option to add more complexity as they quickly become familiar with the concepts.

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Mark Iradian
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Ontario
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I own both and here my thoughts:

One Night Ultimate Werewolf is something I would get over One Night Revolution anyday, at least based on original rules (I'll get to that bit later).

One Night Ultimate Werewolf is far more intuitive, especially for younger children, because your role also tells you what team you are on. The other unique aspect is how roles can be played around for different styles of gameplay (e.g. have two masons instead of robber and villager). The only issue with the original is the werewolves are at a disadvantage once the players know the "meta" of the game.

Fortunately, to help this issue, the Daybreak stand-alone expansion fixes every problem I've had with One Night Ultimate Werewolf and puts it in a whole another level. The variety of roles you get plus having stronger "werewolves" makes the game far more balanced. Furthermore, the setups you can create with both the original ONUW and Daybreak makes it to the point where there is no "meta". You can play "classical" setups with no card switching but everyone has a unique power, or you can be as chaotic as you like. While it is the more expensive route, having both Daybreak and ONUW gives you insane replay value that no other social deduction game will bring.

On the other hand, One Night Revolution is mediocre, or at least, not very well tested.

There are several differences between ONR and ONUW

- ONR's roles are NOT tied with the team you are in. You will get a "specialist" card and ID card that determines your team.

- This changes the game quite a bit since your actions no longer determine what side you are on. Someone can be completely honest about their role and what they did that night, AND still be on the opposite team.

While this sounds like an "advanced" version of ONUW, the issue lies with the original rules. In ONUW, the order of roles are always the same (e.g. werewolves look at each other, followed by Seer, etc). In ONR, the roles are played clockwise from the "Controller" player. This means that some roles might be really powerful or useless depending on seating order.

The other main issue is the Controller looks at their ID card at the very end. They will know if someone switched ID cards with him and if he was an "informant" (aka Werewolf), he will rat out his allies. While some might argue that the Informants can fight against this, it's a pretty hard thing to pull off.

Finally, the biggest issue: The role declaration phase. In ONUW, once everyone opens their eyes, it's a free for all discussion. In ONR, it's structured. After everyone opens their eyes, everyone declares a role clockwise from the Controller. If someone took their role, they can take it back. Once that is done, free for all discussion begins.

This is the fatal flaw of ONR: Far too much information is given out, not because of deduction or questioning, but the rules are heavily favored towards the Rebels (aka Villagers). Most of the time Informants lose and there is very little reason to lie if you are a Rebel. As soon as there is a contradiction with the role selection, it comes down to those two or three people (even in a ten player game).

However, I am still keeping my copy of ONR since I made some variant rules that fixes the numerous issues with ONR. Here's a link: http://boardgamegeek.com/thread/1620473/after-playing-3-game...

With my variant rules, it becomes an advanced version of the One Night series since roles and IDs are detached. Someone can be an Investigator and even state truthfully about someone else, and still be the enemy team. It makes reading bluffs nearly essential.

In short, One Night Ultimate Werewolf all the way. If you can get One Night Revolution for a cheap price and use my variant rules, get both. But I would always pick ONUW if given only one choice.

If you plan on purchasing either, immediately sleeve them ASAP. They will get marked.
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Aneillio Lorenzini
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Gainesville
Florida
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Wow, john and Mark,

thank you so much for such thorough responses. You absolutely have me sold.

ONUW-here we come!
 
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