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Subject: Upping the Ante! (Deckbuilding Werewolf) rss

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Ron
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As requested, I am posting the next in the series of Deckbuilding Werewolf games. This game will be in signup until 20 October. If it doesn't fill by then, I'm pulling it off of Cassy's front page until 2018. If it does fill, the game will go live on the next available Friday (or that day, if it fills on a Friday). There will be minimal requirements for all players the first weekend - basically, if you check in Friday night, Saturday at some time, and Sunday at some time, you should be good. First dawn will be Monday AM. Current plan for dusk is 4:30 and night actions will be due at 5:30. These times are susceptible to change (until game start), based on majority interest.

This is a not-even-close-to-standard, high-complexity game of Werewolf! The wackiness is highlighted after the basic rules.

This is the fifth iteration of this game:
Deckbuilding Werewolf!
WereDecking - Game Over - Team Evil wins!
The Shufflin' Werewolf! (Deckbuilding 3)
Card Sharks! ... wait ... Card Wolves!

Roles and cards are subject to change.

Roles:

TEAM EVIL:

Werewolf x 3: Standard Werewolves. At least one Werewolf must have a role card in hand for the Night Kill to be performed. If there is a werewolf alive with a role card, the last night kill order will go through - even if the last person to place a night kill order has died since the order was given. (Example: Player A and B are werewolves. Player A selects a Night Kill target during the day, but is lynched. If Player B is still alive and has not put in a more recent Night Kill order, Player A's Night Kill order will be carried out.)
Werewolf Cub x 1: Werewolf cub is unknown by Werewolves. Knows the identity of the Werewolves. Will promote to full Werewolf (and role cards will be changed out) upon the death of any other Werewolf or if NK'd. If Werewolf Cub holds a Knight card and is the target of an NK, he is promoted and he does not lose the Knight card.
Cultist x 1: Starts the game aware of the 3 (three) Werewolves. Is not known by the Werewolves.
Traitor x 1: Starts the game unaware of the identity of any other Team Evil. Starts the game with two normal role cards and one thriving role card (giving him a starting money of 4 instead of 3).
Mimic x 1: Has an inherent View ability. Each night (to include N0), may View one other player. Is informed as to the role of that player (no other information is given). If that player has no role cards in hand, the Mimic gets a negative view. For the remainder of the game, the Mimic has the ability to purchase any Role card associated with any player that he has viewed. When the Mimic dies, he will be revealed as any one role out of the cards he currently has in his hand. He cannot choose "Mimic", unless he has no other role cards in hand. The mimic has his view ability if he has ANY role cards in hand. All role cards count for voting purposes. Does not know the Werewolves and is not known by the Werewolves.
The only players that count for Evil Parity are the Werewolves or a promoted Werewolf Cub..

TEAM GOOD:

Librarian: Librarian starts with the normal n0 hand. At every dawn for the remainder of the game, they receive 5 cards instead of 4.
Supplier: At dawn, the Supplier is informed as to the total purchases made throughout the night. No player information will be given; just that "X of Y cards were bought during the night".
Lover x 2: Starts the game with a chat to each other. Knight card does not prevent death if caused by the other Lover dying. It will block other deaths, as per the below rules.
Parity Hunter x 1: Will provide a win for Team Good if the game gets to 2 players and Parity Hunter is one of them.
Tough Martyr x 1: Standard Protect ability is allowed if they have a role card in hand. Is tough to first death (regardless of type). Martyr ability will only protect against NK and not any other variant-death. The Martyr may not protect the same person two nights in a row.
Villager x 6: Vanilla role. One random Villager will start Wealthy (two standard role cards and one thriving role card), but reveals as "Villager"*. All other Villagers are standard - No special abilities, no starting benefits. One random Villager will be an unknown Tinker, and will always give a positive result to a Team Good-use Apprentice card. The Wealthy Villager will NOT be the Tinker. The Witch Card will block a positive hit on the Tinker.
*unless the mod screws up.

CARD SPECIFICS:
All cards have a cost; that cost is shown in parenthesis after the card name.

ROLE Cards:
Standard {Role} (0): As per your assigned role
Thriving {Role} (2): As a standard role card, but also provides one coin.
Wealthy {Role} (4): As a standard role card, but also provides two coins.
Rich {Role} (7): As a standard role card, but also provides three coins.

Lord {Role} (3): As a standard role card, but provides two votes instead of one (does not provide coins).
Baron {Role} (6): As a standard role card, but provides three votes instead of one (does not provide coins).

Land Holder {Role} (6): As a standard role card, but adds one point of 'parity' to your status. A max evil will count as an additional max evil. A non-max-evil holding this card counts as an additional non-max-evil. This is limited to a single point each day, regardless of how many of these cards are in your hand. (A Werewolf can't have a hand of four of these and count as 5 Max Evils.) - NEW CARD

Influential {Role} (5): As a standard role card, but provides two votes instead of one and provides one coin.
Powerful Friends (5): Gives you one Vote Power for every Standard Role Card in your Deck. This card will count every Standard Role Card - even the ones in hand. Powerful Friends is NOT a Role Card.

COIN Cards:
Copper (0): Provides one coin
Silver (3): Provides two coins
Gold (5): Provides three coins
Platinum (9): Provides four coins
Investment (3): Provides one coin; as long as coin is not spent, it is saved and added to future Purchase Power. Note that the value is saved. The card itself is returned to your deck.
Deep Pockets (5): Gives you one Purchase Power for every Copper Card in your Deck. This card will count every Copper Card - even the ones in hand. Deep Pockets is NOT a Coin card.

ABILITY Cards:
R denotes a Reaction card
A denotes an Action card
D denotes an Action card that is only used during the Day cycle

R: Woodcutter (3): If you are holding a Woodcutter card when you die, you may immediately kill one target. Woodcutter brutals are NOT mandatory.
R: Knight (5): If you are holding a Knight card when you would normally die, you survive. The card is removed from your deck when used. If you have a Knight card in your hand and are "killed", you MUST use the Knight card. You cannot voluntarily agree to be killed.
R: Misdirect (7): If you are holding a Misdirect card when you would be NK'd, you survive. In addition, a player of your choice will be NK'd. If you have not selected a target, that player will be chosen at random from all other players. The card is removed from your deck when used. If you have a Misdirect card in your hand and are "killed", you MUST use the Misdirect card. You cannot voluntarily agree to be killed. Notice that this only works in case of an NK, and does not work if brutal'd or lynched.
R: Witch (3): If you are holding a Witch card when you are viewed (by Apprentice / Awareness / Mimic), the viewer gets a negative result. The card is removed from your deck when used. If you have a Witch card in your hand and are viewed, you MUST use the Witch card. You cannot voluntarily agree to be viewed. A Witch card will cancel a single view. If more views are performed than are blocked, then the ones blocked will be chosen by the Cassy RNG. A negative view to Apprentice means that the viewer will see 'to wolf'. A negative view to Awareness means the viewer will see the number of cards in hand, but not what types. A negative view to a mimic will return 'witch-blocked'.

A: Vigilante (5): If you are holding a Vigilante card you may kill at night. This may give the wolves an extra kill in one night. The card is removed from your deck when used.
A: Apprentice (4): If you are holding an Apprentice card you may have a seer view as a night. The card is removed from your deck when used.
A: Identify (4): Only purchasable by Team Evil. If you are holding an Identify card, you can view any player. You will either be told if they are on Team Evil, a Team Good non-villager, or a villager. The card is removed from your deck when used.
A: Curfew (6): Remove this card from your deck in order to limit all players on the following turn to draw one less card at dawn. Multiple Curfews WILL stack. - PRICE CHANGE
A: Festival (6): Remove this card from your deck in order to give all players on the following turn one additional card at dawn. Multiple Festivals WILL stack. - PRICE CHANGE
A: Infect (4): This card may only be purchased by Wolves who have a Role card in hand. This card does not go into the Wolf's hand, but into the deck of the target player of their choice. If you have an Infect card in your hand, it counts as -1 Vote strength. No one's Voting Strength may ever go below 0 due to this card. Having this card in hand gives you the "Tinker" trait, and you will provide a Positive hit on any Apprentice view.
A: Awareness (3): If you are holding an Awareness card, you may view at night. You will be informed as to all types of cards that the targeted player had in his hand immediately prior to Dawn (Role cards are simply revealed as "Wealthy {Role}", not "Wealthy Werewolf"). The card is removed from your deck when used.
A: Chat (5): If you are holding a Chat card in your hand, you may remove it from the deck in order to have a one-day-only anonymous Mason Chat opened with any one other player. No refunds if the player you select is killed at Dawn, sorry. The card is removed from your deck when used.
A: Telephone (3): If you are holding a Telephone card in your hand, you may remove it from the deck in order to have a one-day-only anonymous Mason Chat opened with any one other player. That player is chosen at random from all players currently living at Dawn. BOTH players will start the chat anonymously. The card is removed from your deck when used. - PRICE CHANGE
A: Black Hat (2/4): Purchasable by any player. If you have one of these in your hand when you die, your role reveal will not reveal any information. If you pay 2 for this card, it goes to your deck. If you pay 4, it goes to another player's deck (and is available for the next day's hand, as they acquired it during the 'buy' portion of the cycle). Black hat is always considered to have a value of 2 after the initial purchase is complete (for Renovate and the like). - PRICE CHANGE


D: Equity (4): Discard any coin cards from your hand. You gain the total coin value plus one per Equity card discarded as a 'purchase point pool' that you can draw on in the future. - CHANGE TO CARD
D: Buff (3): Discard this card from your hand to draw an additional card. Instead, you may remove this card from your deck in order to draw up to four additional cards.
D: Boost (5): Discard this card from your hand to draw two additional cards. This effect will be done automatically by the Moderator unless the player specifically request it not be done (in order to Cull / Renovate / Donate / whatever) prior to confirming the updated deck / dawn.
D: Cull (3): Discard this card from your hand to remove a card in your hand from the game. Remove this card from your deck in order to remove up to four cards in your hand from the game. If you choose to Cull a card from the game, you cannot take advantage of the card(s) prior to removing it.
D: Donation (3): If you are holding a Donation card, you may discard it or remove it from your deck in order to give any one other card in your hand to another player. Notice that Role cards are "Standard / Wealthy / etc." You cannot transfer your role abilities to another player with this card. The receiving player will get the card after their next hand has been shuffled out and it will be added to their deck. That player will not be informed to the identity of the player who gave them the card. If you choose to discard Donation, then the targeted card is added to the other player's deck. If you choose to remove Donation from your deck, then the targeted card is added to the other player's hand immediately after dusk. The other card is removed from your deck entirely when added to the other deck. If you discard half of the card's value (rounded down) from your purchasing power, then the receiver will be informed as to your identity when they receive the card. This is optional, even if the requirement is 0 coins. - CHANGE TO CARD
D: Renovate (4): If you are holding a Renovate card, you may discard it in order to remove one card in your hand from your deck. You may receive any one card that costs up two more than the price of the removed card in exchange. That new card is added to your deck, not to your hand.
D: Advance (6): If you are holding an Advance card, you may discard it in order to remove one card in your hand from your deck. You may receive any one card that costs up two more than the price of the removed card in exchange. That new card is added to your HAND.
D: Salvage (8): If you are holding a Salvage card, you may discard it in order to remove any one card from your deck (discarded card does not have to be in your hand). You may receive any one card that costs up two more than the price of the removed card in exchange. That new card is added to your HAND.
D: Fire Sale (6): If you use a Fire Sale card during the day phase, you may discard it in order to reduce the price of all cards for all players by one. No cards can cost less than one. Multiple Fire Sales WILL stack. If the player that uses the Fire Sale dies at dusk, the prices will still be reduced. There will be an announcement at dusk that prices have been reduced. - PRICE CHANGE

TIMING SPECIFICS:

At Game Start, all players will be given their six starting cards (normally: 3 Standard Role cards, 3 Copper cards).
Players will have 24 hours to inform the Mod what card(s) they want to buy.
The Mod will then shuffle out each player's first hand of four cards and give them one more buy phase.
At dawn, D1, the Moderator will shuffle all decks and give each player four cards at random
All RNG'ing uses random.org.

From that point forward, this is how the game timing occurs:
1. Dawn
2. Any NKs / VKs / WKs are announced
3. View information is given (Apprentice, Awareness, Mimic View, Supplier)
4. Mason Chats are turned on / off, as applicable (Chat)
5. Buff / Boost is used *
6. Cull / Equity is used *
7. Players use Donation / Renovate / Advance to remove cards *
8. Players receive cards from Donation, Infect, Renovate, Advance
9. Dusk
10. Lynch / WKs are announced
11. Buy orders are given to Moderator
12. Orders are given for any Ability Cards or standard abilities
13. Moderator checks for Knight cards
14. Moderator applies Woodcutter cards
15. Moderator checks for Knight cards (repeat steps 14, 15 until complete)
16. Moderator presents updated deck
17. Player confirms updated deck
18. Moderator shuffles the entire deck, deals out the next hand (not applicable until Dawn)
Notice that Knight cards and Woodcutter cards that are drawn at this time will not save a player if he was killed during the previous night
If the Player does not confirm the deck, the moderator will automatically shuffle out the next hand as soon as possible after Dawn
19. Dawn

* Steps 5, 6, and 7 take place anytime during the Day cycle. Orders may be made before dawn, but they will NOT be implemented within 30 minutes of dusk (dusk is at 4:30 PM BGG time). Basically, I'm not going to try fiddling with your deck during lynch chaos. Note that the moderator does not have awesome access to Cassy during the day and if you wait until after 7 AM BGG time to act, the actions might not get processed until later in the afternoon.

The only cards that are usable are the cards in each player's hand, i.e. if you have a Woodcutter card in your deck - but not in your hand - when you die, you will not get the retaliatory kill.
However, ALL of the cards in your hand serve a purpose. If you have two Woodcutter cards in your hand when you die, you may choose two brutals. Those brutals may be on the same or different players.

Points to consider:
A. You will only be able to perform your standard role abilities if you have a ROLE card in your hand at the appropriate time.
- Werewolves will not be able to Night Kill if none of the living werewolves have a ROLE card in hand
- The Werewolf Cub will not promote without a ROLE card in hand. If NK'd without a ROLE card, the Cub will be killed. (Cub will promote in all other cases as soon as they draw a ROLE card.)
- The Parity Hunter cannot win via parity without a ROLE card in hand when the parity check is performed.
- The Lovers will not be able to use their Lovers Chat if neither Lover has a ROLE card in hand (but if neither Lover has a ROLE card in hand, then if one is killed, it's only the one).
- The Mimic cannot View without a ROLE card in hand (any role card, not just a Mimic card)
- The Supplier / Pollster will not be given his information without a ROLE card in hand
- The Librarian must have a ROLE card in his first four cards in order to draw a fifth.
B. An Apprentice Ability card will only provide a positive result on the following hits if the target has the appropriate ROLE card in his hand when the card is used.
- Team Good: Werewolf or promoted Werewolf Cub
- Team Evil: Lover, Parity Hunter, Tough Martyr, Librarian, Supplier, Pollster, Traitor, Cultist
- Anyone viewing a Mimic will get a positive if the Mimic has an appropriate card in his hand (example: must have a Wolf card to be seen as a positive by Team Good)
C. At least one living Werewolf must have a Werewolf ROLE card in his hand to perform the night kill.
- Living Werewolves will always have access to Wolf Chat and will always count for negative parity, even without a ROLE card.
D. There is no limit to the number of cards available.
E. Rules for buying:
After dusk, you gain coins equal to the buying power of the cards in your hand ("Total Coin Strength"). You may purchase anything up to that number, in one or multiple buys. The cards you are using to make that purchase are not removed from your deck - consider them equity and you are using the profit off that equity to buy more cards. Please speak up if you are not 100% clear on this rule (it's exactly like buying cards in Dominion).
You may only make as many purchases as you have Role cards in hand. You may always be allowed to buy one card per turn, regardless of hand content.

Victory Conditions:

Good - All good players win if all werewolves are eliminated, or if the last two players remaining are the hunter and one werewolf (and the hunter has a role card in hand).

Evil - All evil players win if the wolves achieve parity: if at any time the number of wolves remaining equals the number of non-wolves remaining, evil wins. However, if one wolf is left with the hunter, then good wins.

Draw - If everyone dies, then I win and all players end in a draw. This is more possible than you think.

Brutal Rules:
The Woodcutter Retaliate is simultaneous to all other actions, i.e.: Player 1 is lynched and he has one Woodcutter and targets Player 2. If Player 2 has a Woodcutter and is set on Player 1, there is no other death.
Woodcutter retaliates are not mandatory, and if there is no order in modchat, then no retaliate will be performed. Woodcutters are NEVER random (unless the order given is "perform a random retaliate").
Parity will not be checked until after all processing is complete.

Lynch Rules:
Each day players vote for one player to be lynched. The player receiving the highest voting total is killed. If there is a tie between two or more players, the tied player with the longest held last vote is killed. All Role cards provide a Voting Strength. The voting totals are generated by adding Voting Strengths together.
It will be possible to have 0 ROLE cards in hand. If this occurs, the player will still be able to vote - it just won't be worth anything.

Lynch time is 4:30 PM BGG Time. Votes cast with the lynch time time-stamp are counted. Votes cast after this time are invalid. Votes made during the night phase are invalid.

All votes must conform to the Cassandra Vote Tally System rules. (Will be posted once the game starts). If all living players vote night fall it will speed up the dusk. If there is a tie in the lynch votes, it will be broken by longest held last vote.

Night Orders:

All night orders must be submitted by the Night Deadline. Night Deadline will be at 5:30 PM BGG time. Dawn will be posted ASAP after 5:30. In most cases, night orders must be typed out in modchat.

If all living players (including those with out night actions) click on the 'Lock Game Actions' button it will speed up Dawn.

Role Reveal:

All roles will be revealed on death (regardless of method)(Full Role Reveal). The Mimic has special Reveal rules.

Replacement / Posting Rules:

This is not a "Post For Your Life" game. However, anyone who does not communicate at least once during a Dawn - Dusk cycle will be put up for replacement. Valid communication includes:
Posting in the thread,
Talking in your Modchat in Cassandra, or
Geekmailing the moderator.
Exceptions will obviously be made for anyone that announces ahead of time that they will be away from the internet.
Players will be allowed to replace themselves (clicking on the replace icon indicates that you are near the internet - right?).
Please do not sign up if you are unwilling or unable to participate.

Death:

Any player who has hidden knowledge will be added to the Dead Chat, the Spoiler Chat, and the Game Design Chat upon death. They will not be used as replacements.
Any player who dies without hidden knowledge will be offered the choice of being added to the Replacement Pool or added to the above listed chats (which will make them ineligible to replace back in).
The moderator will NOT allow anyone to replace in if they have more knowledge than a "new to the game player" would.

Personal attacks or offensive language will merit a warning. Second offense will merit a modkill. Granted, this is subjective, so I will always get a second opinion before acting. Regardless, I'm tired of the hostility and the occasional attitude.
Police yourselves, please.


Please give BlackSheep credit for the initial design.

Important Information:
Lynch time: 4:30 PM BGG Time
Night Action Deadline: 5:30 PM BGG Time
Dawn: as soon as possible between 5:30 and 6:30 PM BGG Time

Weekend Policy: This game will not run over the weekend.


Please let me know if you have any questions!
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Player List According to Cassandra:
4theta
absnook
acox89
Amaroq81
BerenCamlost
cvb2009
dejojam1
kara_thrace
Littlelambchopx
LudesFactor
maximumsaximum
ortho_
PaperF
pilotbob
RoyalApe
Ryagic
SarahBoBara
TFang
whirlingdervish

19 players are signed up.

To sign up for this game go to
http://cassandrawerewolf.com/game/1859824
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Ron
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linguistfromhell wrote:
The game should be relatively balanced. As it gets closer to being full, I cannot encourage people enough to discuss good strategies for both Team Good AND Team Evil.

After all - isn't it so much more fun to beat an opponent who is playing well?

Edit. I also cannot urge folks enough to consider card mechanics prior to the game start. I would rather fix problems BEFORE the first dawn, rather than react to issues in the best way I can at the time.
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Tokah
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This hairstyle was fun for a day, but tooooo much hair for my tastes.
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Hell yeah!

If you're the mimic, consider the end game, you have to do more than win Werewolf. =)
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Skot Holcombe
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Are the chat and telephone chats ACTUAL Mason chats?

I.E. do they know whoever they are talking to is the same alignment?
 
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Skot Holcombe
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I also want to add, I will probably need help figuring out how much buying power I have for the first few nights. I've never played Dominion.

In all though, I think I'm going to like this game. The deck mechanic changes things a LOT and I love a good mechanics game!
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Ron
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Littlelambchopx wrote:
Are the chat and telephone chats ACTUAL Mason chats?

I.E. do they know whoever they are talking to is the same alignment?


You're oversimplifying it, I believe. The norm is that if a game has masons as a role, they will be the same team, but that is not a requirement for the role.

In this game, there are no Masons, persay. There are simply cards that provide chats. In these two examples:
Quote:
A: Chat (5): If you are holding a Chat card in your hand, you may remove it from the deck in order to have an anonymous Mason Chat opened with any one other player. No refunds if the player you select is killed at Dawn, sorry. The card is removed from your deck when used.
A: Telephone (3): If you are holding a Telephone card in your hand, you may remove it from the deck in order to have an anonymous Mason Chat opened with any one other player. That player is chosen at random from all players currently living at Dawn. BOTH players will start the chat anonymously. The card is removed from your deck when used. - PRICE CHANGE
Either you get a chat with an entirely random person or you get a chat with a person of your choice. Nothing in either card will imply or require specific alignments.

The only chats where you are given mod-confirmed information on the other player's alignments are the Wolf Chat and the Lover Chat. Every other chat is simply an available tool for the players.

Hope that clears things up.
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Skot Holcombe
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linguistfromhell wrote:
Littlelambchopx wrote:
Are the chat and telephone chats ACTUAL Mason chats?

I.E. do they know whoever they are talking to is the same alignment?


You're oversimplifying it, I believe. The norm is that if a game has masons as a role, they will be the same team, but that is not a requirement for the role.

In this game, there are no Masons, persay. There are simply cards that provide chats. In these two examples:
Quote:
A: Chat (5): If you are holding a Chat card in your hand, you may remove it from the deck in order to have an anonymous Mason Chat opened with any one other player. No refunds if the player you select is killed at Dawn, sorry. The card is removed from your deck when used.
A: Telephone (3): If you are holding a Telephone card in your hand, you may remove it from the deck in order to have an anonymous Mason Chat opened with any one other player. That player is chosen at random from all players currently living at Dawn. BOTH players will start the chat anonymously. The card is removed from your deck when used. - PRICE CHANGE
Either you get a chat with an entirely random person or you get a chat with a person of your choice. Nothing in either card will imply or require specific alignments.

The only chats where you are given mod-confirmed information on the other player's alignments are the Wolf Chat and the Lover Chat. Every other chat is simply an available tool for the players.

Hope that clears things up.


Yup! Thank you! Exactly what I was wondering. I have had people argue about the definition of Mason on multiple occasions so wanted it clear now.
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Lutz
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Hopefully this will squeeze between HP and Cabin so I will be able to play.
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Ron
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Littlelambchopx wrote:
Yup! Thank you! Exactly what I was wondering. I have had people argue about the definition of Mason on multiple occasions so wanted it clear now.

Technically, the only requirement for Masons is that you learn who all the Masons are by the start of the game. On BGG, that normally, but not always, comes with chats and alignment confirmations. It is possible to have three Masons in a game, not have a chat, and not know which of the three is Evil. Shrug.
 
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linguistfromhell wrote:
Littlelambchopx wrote:
Yup! Thank you! Exactly what I was wondering. I have had people argue about the definition of Mason on multiple occasions so wanted it clear now.

Technically, the only requirement for Masons is that you learn who all the Masons are by the start of the game. On BGG, that normally, but not always, comes with chats and alignment confirmations. It is possible to have three Masons in a game, not have a chat, and not know which of the three is Evil. Shrug.


I think it's in Ultimate Werewolf if you say you are a Mason, or allude to it, then you are mod killed. I guess thematically the Masons were a secret society?
 
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That's one of the variations of the role, yeah. I don't remember which one. The Village, maybe? The Miller's Hollow expansion? One of the earlier Ultimate Werewolves? One of the One Nights? Shrug. Dunno. I honestly don't remember which.
 
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linguistfromhell wrote:
That's one of the variations of the role, yeah. I don't remember which one. The Village, maybe? The Miller's Hollow expansion? One of the earlier Ultimate Werewolves? One of the One Nights? Shrug. Dunno. I honestly don't remember which.


Yea, as I said... Ultimate Werewolf lists the masons like that.
 
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You also said "I think". I was agreeing with you about content and ruminating on possible placement.

Pbbbt.
 
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Littlelambchopx wrote:
I also want to add, I will probably need help figuring out how much buying power I have for the first few nights. I've never played Dominion.

In all though, I think I'm going to like this game. The deck mechanic changes things a LOT and I love a good mechanics game!


I should go ahead and address this now.

At dawn, I will tell you that you have X cards in your hand. You have Y voting power and Z purchase power ("coins").

The important thing to remember about buying is that you do not have to discard / sacrifice the cards you use to buy with. You're not literally handing over Z coins for a new card. The Z just shows you how much you are able to buy.

Ex: "You have 1 Wealthy Villager, 1 Thrifty Villager, 1 Gold, 1 Knight. You have 2 Voting Power and 6 coins."
That night, you can buy any card that costs up to 6. When I add the new card to your deck, I will not remove any cards. On the next dawn, you might just have 1 wealthy, 1 thrifty, 1 gold, and 1 knight again.
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linguistfromhell wrote:

At Game Start, all players will be given their six starting cards (normally: 3 Standard Role cards, 3 Copper cards).
Players will have 24 hours to inform the Mod what card(s) they want to buy.
The Mod will then shuffle out each player's first hand of four cards and give them one more buy phase.


So we have two buy phases as part of N0. The second clearly comes from an actual hand. How does the first of these buy phases work? How much will we have to spend in that phase?
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I'd been assuming a 3 buy.

If you've never played a deckbuilder before, Buy Silver with that buy, so that your deck has more buying power.
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This is rightfully filling up quickly! If it looks to start between Oct 13 and 24th, please drop me, I won't be able to play then.
 
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TFang wrote:
This is rightfully filling up quickly! If it looks to start between Oct 13 and 24th, please drop me, I won't be able to play then.

Ditto, actually. soblue
 
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TFang wrote:
This is rightfully filling up quickly! If it looks to start between Oct 13 and 24th, please drop me, I won't be able to play then.
Amaroq81 wrote:
Ditto, actually. soblue

In the OP, I actually state that I was only going to have this be on the front page from the 5th to the 20th. I have openly said in the past that I don't like holding onto a spot on the front page when I can't get a game to fill. Plus, with Cabin and Dr. Who starting the 31st-6th, I assumed that starting on the 27th would prompt an overrun.

However, since you asked, I'll keep the game up and visible until the 27th. I would rather have you drop from a game than overtax yourselves, though (speaking generically). If this doesn't run, it'll fill someday.
 
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Amaroq81 wrote:
I'd been assuming a 3 buy.

If you've never played a deckbuilder before, Buy Silver with that buy, so that your deck has more buying power.

How do you get 3 buys out of the OP?

"Get your cards, buy.
Reshuffle, get actual hand, buy.
Game start."

..?

I do appreciate someone making a suggestion on what to buy, though. More strategy-talk would be cool, even if it's all hypothetical.
 
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linguistfromhell wrote:
Amaroq81 wrote:
I'd been assuming a 3 buy.

If you've never played a deckbuilder before, Buy Silver with that buy, so that your deck has more buying power.

How do you get 3 buys out of the OP?

"Get your cards, buy.
Reshuffle, get actual hand, buy.
Game start."

..?

I do appreciate someone making a suggestion on what to buy, though. More strategy-talk would be cool, even if it's all hypothetical.


I think Amaroq means a buy with 3 money.
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dejojam1 wrote:
I think Amaroq means a buy with 3 money.

Oh. Gotcha. Yes, that is how it works. Your Day Zero hand is your full deck. For most, that means three coins. Your Day Zero Point Five hand is whatever hand you randomize.

Note that no cross-talk or coordination will be allowed until after Day Zero and Day Zero Point Five hands are purchased. That means neither lovers nor wolves can coordinate prior to Day One Dawn.
 
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linguistfromhell wrote:
TFang wrote:
This is rightfully filling up quickly! If it looks to start between Oct 13 and 24th, please drop me, I won't be able to play then.
Amaroq81 wrote:
Ditto, actually. soblue

In the OP, I actually state that I was only going to have this be on the front page from the 5th to the 20th. I have openly said in the past that I don't like holding onto a spot on the front page when I can't get a game to fill. Plus, with Cabin and Dr. Who starting the 31st-6th, I assumed that starting on the 27th would prompt an overrun.

However, since you asked, I'll keep the game up and visible until the 27th. I would rather have you drop from a game than overtax yourselves, though (speaking generically). If this doesn't run, it'll fill someday.


I read the OP many threads ago at this point, so I forgot that. I'm sure at the time it didn't occur to me too hard, since I was going to be home until the 12th! =)

I just didn't want you think it was full if I forget to drop just before I head out of state. I appreciate your work to not overschedule the forum!
 
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dejojam1 wrote:
linguistfromhell wrote:
Amaroq81 wrote:
I'd been assuming a 3 buy.

How do you get 3 buys out of the OP?

I think Amaroq means a buy with 3 money.

Yes. I play a fair bit .. a lot .. too much Dominion.

Local rules are a forced shuffle such that turn 1 you get 3 copper and turn 2 you get 4 copper. Colloquially, we call those our "3 buy" and our "4 buy".

Depending on the tableaux, a 5/2 opening split can be crippling (no good 2-buy) or game-breaking (certain 5-buys).
 
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