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Subject: Artifact Palooza rss

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Damien Mitchell
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A 17 player game of Werewolf with full role reveal on death.
With Artifacts!

Moderators are Raven1207 and egburr.

Team Good

Alignment Seer - Each night (not including N0), the Seer can target another player and is informed which team that player is on (good/evil/neutral)

2x Mason - Masons are informed to each others' identity prior to game start and have a private chat available with each other.

8x Villager - The Villager has no special abilities.


Team Evil

2x Werewolf - The Werewolf can chat with other werewolves. Together, they choose to kill one other player each night.

Sneaky Werewolf - The Sneaky Werewolf can chat with other werewolves. Together, they choose to kill one other player each night. However, the Sneaky Werewolf is viewed as "Not Wolf" by a Seer.


Neutrals

Dopplegänger - On N0, the Dopplegänger chooses another player. When that player dies, the Dopplegänger becomes a duplicate of that player (role, alignment, powers, win condition) and is then so informed.

Creepy Girl - At N0, Creepy Girl gives another player her "Spooky Doll". Each night, the player who holds the Spooky Doll must pass it on to someone else. The recipient of the Spooky Doll does not know who gave it to them, only that they have received it. If the Creepy Girl dies, the moderator announces that the Spooky Doll has vanished. If the player holding the Spooky Doll dies, the Creepy Girl fulfills her win condition.

Count Dracula - Each night (not including N0), Count Dracula choose another player to become a "wife". If Count Dracula and three wives survive through the same Day and Night cycle, Count Dracula fulfills his win condition.


Victory Conditions:

Good - All good players win if all werewolves are eliminated.

Evil - All evil players win if the werewolves achieve parity (the number of werewolves remaining equals or exceeds the number of good team players remaining).

Neutral - Each neutral team player has their own victory condition which can be achieved regardless of whether good or evil wins.

Lynch time: 2:00pm BGG
Night Action Deadline: 3:00pm BGG

Weekend Policy: No game actions will process over the American weekend, although players will be free to post and use chats as desired.

Please let me know if you have any questions!
 
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Damien Mitchell
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Lynch Rules:

Each day players vote for one player to be lynched. The player receiving the most votes is killed. If there is a tie between two or more players, we use a tiebreaker abbreviated to LHLV (longest held last vote). We look at the last vote cast on each of the tied players, and whichever of those votes was there first breaks the tie. Please note that Cassy by default will list tied players in LHLV order in her tallies.

Each player's final vote cast with the dusk time time-stamp or before are counted. (Example: if the dusk time is 6pm BGG, all votes with a timestamp of 6:00pm will count.) 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, which will be posted just before the game starts.

If enough living players [vote nightfall] (the Cassandra function to lock your vote) that the lynch result cannot be changed, it will speed up the dusk. Even after sufficient nightfalls for early dusk, you may continue talking in thread until the moderator arrives to post [dusk]. This is an exception to the usual nightfall rules you will find in other games on this site, and is for the purpose of being able to explain what is happening and why to each other.

Night Orders:

Wolves, Martyr, Mimic, Mentalist, Count Dracula, and whoever holds the Spooky Doll must all submit their night orders by Dawn. Players can do this by using the Cassandra Game Order system in the Cassandra Chat System. If you would like to use conditional orders, this is permitted as long as you understand that conditional orders can only be used on information that is available to the player at the time the order is due.

Hypothetical conditionals for a Seer / Sorcerer: (neither of which are in this game)
A. "If Snaak is lynched, then please view Raid1280." is a valid conditional game order.
B. "If Snaak is night killed, then please view Raid1280." is not a valid conditional game order because the player will have no knowledge of whether or not Snaak will be night killed before his game order is due.

If all living players (including those without night actions) click on the 'Lock Game Actions' button it will speed up Dawn.

If you fail to submit your night orders by the deadline, they will not happen. Exception: the Spooky Doll will be passed to a randomly selected recipient.

Artifact Rules:

Artifacts will be handed out randomly, one to each player, at the beginning of the game. You will know what your artifact is and what it does. During the day only, you may choose to activate your artifact by posting "[Activate Artifact]" in thread. The moderators will soon publicly announce the name of the artifact that was activated and the results of doing so if the result has a publicly visible result or just "Artifact Activated" if not. Many artifacts require you to make choices; that will occur in modchat, so be sure to be checking for that. Once all actions required by the artifact activation are dealt with, the moderator will announce "Artifact Activation Resolved".

Once a player announces their intention to activate their artifact, no other player may do so until the current activation is resolved.

Detailed artifact rules can be found at: Artifact Rules
A listing of all possible artifacts can be found at: List of Artifacts

Replacement Rules:

Anyone who does not participate at least once between the posting of dusk and the next business day's proof of life time will be put up for replacement. Minimal participation in the game requires posting in thread and voting, and you should also attend to any game orders and chats you have. Note that these are minimums, and replacement is at the mod's discretion, based on their judgement of whether you are participating enough for the other players to have a meaningful game experience. Exceptions will be made for anyone that announces ahead of time that they will be away from the internet, but that they will be able to return in time for the next dusk.

If you need to stop playing the game or know you will be unavailable to keep playing, clicking the green arrow next to your name in Cassy will put your seat up for replacement. You may also ask the moderator to replace you in your mod chat.

Posting Rules:

Please don't post after the Dusk/Dawn deadline, even if the mod has not told you to stop posting. Posting game-changing information (views, for example) after the dusk/dawn times is especially bad, don't risk it, as this requires the moderator to implement consequences.

You may edit posts that don't contain votes for formatting or typos. Please include a line saying "edit: thing I edited", and don't use this to edit the content of a post. Never edit a vote post. Never delete a post without permission from the moderator.

Your post must always be readable to humans browsing the thread - that means no size 0 fonted text, and no invisible text of any kind.

Making out-of-game promises to other players in order to influence their actions in game is against the rules.

Quoting something told to you by the moderator directly from your hidden modchat is forbidden unless the moderator has given you explicit permission. Paraphrasing such things is usually allowed. This rule broadly forbids using anything about the specific phrasing of things in your mod chat to prove your role, so no questions about "what was the 5th word in the villager welcome message", either. If you have any questions about this rule, ask the moderator first, as this can break the game for everyone.

More info on this last part can be found here: https://boardgamegeek.com/article/22684517#22684517

Personal attacks or offensive language aren't allowed. If something you are doing appears to really be getting to someone, be gracious and knock it off. I will intervene if it gets out of hand.
 
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Damien Mitchell
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Orange "1" Artifact cards - One-time use upon reveal.
Green "∞" Artifact cards - Always in effect after reveal.


The Amber of Dawn - All players who have revealed One-time use upon reveal Artifact cards (including yourself) receive new Artifact cards. Before dealing, take the revealed One-time use upon reveal Artifact cards from all players and shuffle them back into the deck.

The Amulet of Protection - Each day at dawn, the holder of the Amulet must give it to a player who has not had it before. The player who has the Amulet cannot be eliminated.

The Amethyst of Knowledge - Choose a player with an unrevealed Artifact card and secretly view it. Then decide if you want that player to reveal their Artifact card now. If you decide that they do not reveal it now, you cannot force them to reveal it at a later time.

The Blood of the Diseased - Choose a player to become infected with a disease. If the Werewolves eliminated that player, they don't get to choose a target the following night. If that player is eliminated during the day, this Artifact has no effect.

The Bow of Hunting - Choose a player who then chooses any other player, eliminating them instantly. Once this card is revealed, no players may speak until after the chosen player has targeted a player.

The Brand of the Villager - Choose a player to lose his special power.

The Breath of the Old Man - Choose a player to be eliminated the night after the next day (he stays in the game today, tonight, and tomorrow unless he is eliminated in another manner).

The Cap of Idiocy - Always vote to eliminate.

The Cauldron of Sorcery - Choose a player who must truthfully say if he is a regular Villager or not (he is not required to reveal his role, just to state is he is a regulare Villager... or not).

The Citrine of Fortune - Exchange this Artifact card for a new one which must be revealed instantly.

The Claw of the Werewolf - You become a Werewolf, waking and targeting with them, keeping any Ultimate Werewolf role power you had intact. The Claw of the Werewolf may not be taken by the Diamond of Denial. You are now on the Werewolf team and win or lose with the other Werewolves.

The Cloak of the Prince - You may not be eliminated during the day. You may not reveal this card after you are eliminated.

The Coin of Youth - You must say the name of your Ultimate Werewolf role at least once per day or you will be eliminated that night.

The Cudgel of the Old Hag - Each day at dawn, choose a player to leave the village during the day. That player may not be voted on.

The Diamond of Denial - Choose a player with a revealed Always in effect after reveal Artifact card and take that card from them, returning it to the deck. That player may no longer use that Artifact card's power. The Claw of the Werewolf may not be taken by this Artifact card.

The Diary of the Insomniac - You are told if either of your neighbors woke up the previous night. The Moderator will not tell you which neighbor or if both were awake.

The Emerald of Jealousy - Choose a player with an unrevealed Artifact card. Take that Artifact card from them, revealing it for yourself. That player receives a new Artifact card.

The Eye of the Beholder - Each night, wake with the Seer. You see who the Seer chooses and if that choice is a Werewolf. The Seer may not communicate with you at night in any way.

The Flask of Dreams - Choose a player to lose his special role for two days (today, tonight, tomorrow, and tomorrow night). The player gets his power back at dawn on the third day.

The Heart of Indifference - Each day at dawn, choose a player who may not vote.

The Mark of the Mayor - Your votes counts as two votes when voting to eliminate players.

The Mask of Spellcasting - Each day at dawn, choose a player who may not speak that day.

The Mirror of the Doppelgänger - Choose a player and secretly view his Ultimate Werewolf card. You now also have that player's special power in addition to yours. If you have a role that is woken up at night, you'll wake at night separately and be able to use that power at that time. If that player is a Werewolf, you join the Werewolf team and wake at night with the werewolves. Once the Doppelgänger Artifact has been revealed, the Moderator should always call for the Doppelgänger to wake, even if the Doppelgänger saw a Werewolf.

The Mist of Aura - Choose a player. That player must truthfully say if he is a special (not a normal Werewolf or Willager).

The Onyx of Destruction - Choose a player with an unrevealed Artifact card and remove it from the game (keeping the Artifact card unrevealed).

The Orb of Speculation - Choose two players. If both of them are Werewolves the village team wins and the game is over. If they are not, you are instantly eliminated. The moderator will only tell you if you are right or wrong. If there is only one Werewolf in the game, you must still choose two people (and you will be eliminated, as both of them cannot be Werewolves).

The Pendant of Pride - Choose a player and secretly show him your Ultimate Werewolf card.

The Prism of Power - Choose three players. That night, the Werewolves must choose one of those three as their target. If all chosen players cannot be eliminated by Werewolves (they are protected or they are Werewolves, etc.), the Werewolves do not get to eliminate anyone that night.

The Ring of Truth - Choose a player. He must tell you if he is a Werewolf.

The Rod of Reincarnation - If you are eliminated, reveal your Artifact card and stay in the game... but different. If you are any kind of Werewolf, you lose your special power (you do not wake up at night). If you are not a Werewolf, you get a new random Ultimate Werewolf role card. The Moderator will always give you a new role card so the other players don't know what you were before (if you were a Werewolf, ignore the role on the card). If revealed before you are eliminated, this card has no effect.

The Ruby of Kismet - Choose two players and have them reveal their Artifact cards in the order you choose (which then goes into effect as if the players themselves had revealed it).

The Sapphire of Fate - Choose a player with an unrevealed Artifact card and secretly view it. When that player reveals his Artifact card, both of you resolve it. The player with the original card resolves his first.

The Scepter of Rebirth - If you are eliminated, reveal your Artifact card and stay in the game. If revealed before you are eliminated, this card has no effect.

The Sheet of the Ghost - Ask a player who was eliminated the previous day to tell you a single letter.

The Shield of the Bodyguard - Each day at dawn, choose a different player who cannot be eliminated that night.

The Shroud of Shame - Each day at dawn, choose a player who must face away from the rest of the players. This player may still vote, and may still engage in conversation with the village, but they must continue to face away from the other players at all times. You may not choose the same player twice in one game.

The Skimmer of the Cursed - You are Cursed. If a Werewolf targets you at night, you become a Werewolf and join their team.

The Spear of Fury - Choose a player to be eliminated instantly, and show your Ultimate Werewolf card to everyone.

The Staff of the Seer - Choose a player and secretly view their Ultimate Werewolf card.

The Stone of Alteration - Secretly exchange your current Ultimate Werewolf card for another Ultimate Werewolf card. If you are a Werewolf, the Moderator will give you another Werewolf card. If you aren't a Werewolf, he will give you a random card (which could be anything, including a Werewolf).

The Talisman of Trouble - Two players are eliminated during the day that this Artifact card is revealed.

The Void of Nothingness - This Artifact has no effect.

The Vote from Beyond - You may vote during the day, even if you have been eliminated. At night, you must close your eyes. You may not speak or accuse anyone.

The Wreath of Peace - Never vote to eliminate.
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Damien Mitchell
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Raven1207 wrote:
Hold
 
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Damien Mitchell
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Raven1207 wrote:
Raven1207 wrote:
Hold
 
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Player List According to Cassandra:
Littlelambchopx
Raven1207

2 players are signed up.

To sign up for this game go to
http://cassandrawerewolf.com/game/2122899
 
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Edward Burr
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Special considerations:

Artifact "Mirror of the Doppelgänger"

- If the player you select is the real Doppelgänger, you gain nothing. All you see is the blank slate of a Doppelgänger. You do not get to perform the Doppelgänger's power as it takes effect only on N0.

- You gain the special powers and win conditions of your selected target. The win conditions are "either/or" with your original win conditions, not "and". Except if you view a WW, your win condition becomes only the WW win condition.

- If the player you select is the Creepy Girl, no new Spooky Doll is created. If the original Greepy Girl dies, the Spooky Doll does not vanish until you also die.

Artifact "Vote from Beyond"

- Ignore "At night, you must close your eyes." It is irrelevant to PBF format.

- "You may not speak or accuse anyone." applies at night and once you are eliminated. Before you are eliminated, you may still speak during the day.

New Roles deck (in case of "Rod of Reincarnation" or "Stone of Alteration" artifacts):

Apprentice Seer - Starts the game as a Villager but promotes to Seer if the Seer dies.
Diseased Villager - If killed by an NK action the Werewolves do not get to NK following night.
Healer - Once per game, may raise a dead player back to life.
Dreamwolf - Does not know or chat with the other wolves but is on their team and wins with them.
Succubus - Each night, chooses a player to "enchant". That player retains their powers and status but wins on the Succubus Team. "Enchanted" players will know who the Succubus is and who is on the Succubus Team. If every living player is "enchanted", then they all win and everyone else loses.

 
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Edward Burr
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Reserved
 
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"The significance of a person's life is determined by the story they believe themselves to be in." - Wendell Berry "If nothing lies beyond the pale of death, then nothing of value lies before it." - SMBC
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Unless the artifacts are majorly pro-evil, this is pretty tilted towards good. 2 wolves in 17 players is pretty low, and 7 specials with 4 villagers is devastating with full reveal.
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twomillionbucks wrote:
Unless the artifacts are majorly pro-evil, this is pretty tilted towards good. 2 wolves in 17 players is pretty low, and 7 specials with 4 villagers is devastating with full reveal.

6 GS but I agree.

Including two powerful seer types that are both more powerful than a normal seer. 5/6 are very strong gs roles too. The one that isn't (Martyr) still allows the seer types more life too.

The artifact activation appears to be public as well. That is also pro good as it means accountability for actions.
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Edward Burr
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Thanks for the feedback. Raven and I will discuss and possibly adjust.
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Damien Mitchell
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Yes Thank you
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We have decided to convert the Detective to a Seer and add a Lycan and Sneaky Wolf to sow confusion.
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RoyalApe wrote:
The artifact activation appears to be public as well. That is also pro good as it means accountability for actions.
I thought at first to have activation hidden. But in a physical game, that would be so unfeasible as to be practically impossible. It would be doable here, but I thought best to stick to the published rules for it for now. Maybe try that in a future game if this works well. It would drastically change the entire artifact interactions.
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egburr wrote:
RoyalApe wrote:
The artifact activation appears to be public as well. That is also pro good as it means accountability for actions.
I thought at first to have activation hidden. But in a physical game, that would be so unfeasible as to be practically impossible. It would be doable here, but I thought best to stick to the published rules for it for now. Maybe try that in a future game if this works well. It would drastically change the entire artifact interactions.

This is fine. I really don't know what the artifacts entail - I just wanted to add that the accountability of item use is a very pro-good thing that often gets missed in balancing.

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egburr wrote:
We have decided to convert the Detective to a Seer and add a Lycan and Sneaky Wolf to sow confusion.

Making this a 19er is a good thing on average I think.

thumbsup

Most players will just claim Lycan on D1 since it is a guaranteed role in game. So I think you'd actually be better with just a 5th villager vs a Lycan. If you want to sow confusion, make one of the villagers a hidden tinker - but I'm not sure if that's necessary without knowing more about the artifacts.
 
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RoyalApe wrote:
egburr wrote:
We have decided to convert the Detective to a Seer and add a Lycan and Sneaky Wolf to sow confusion.

Making this a 19er is a good thing on average I think.

thumbsup

Most players will just claim Lycan on D1 since it is a guaranteed role in game. So I think you'd actually be better with just a 5th villager vs a Lycan. If you want to sow confusion, make one of the villagers a hidden tinker - but I'm not sure if that's necessary without knowing more about the artifacts.
I see what you're saying. On the other hand, all those Lycan claims become pretty suspicious once the real Lycan dies. And the Mentalist could possibly check them out while they still live. And the Prophet, too, if they ask the right question.
 
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RoyalApe wrote:
egburr wrote:
RoyalApe wrote:
The artifact activation appears to be public as well. That is also pro good as it means accountability for actions.
I thought at first to have activation hidden. But in a physical game, that would be so unfeasible as to be practically impossible. It would be doable here, but I thought best to stick to the published rules for it for now. Maybe try that in a future game if this works well. It would drastically change the entire artifact interactions.

This is fine. I really don't know what the artifacts entail - I just wanted to add that the accountability of item use is a very pro-good thing that often gets missed in balancing.

thumbsup

There's a link on 2nd post that provides the names and abilities each artifact has
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Aka this -> https://www.boardgamegeek.com/thread/2120734/list-artifacts
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egburr wrote:
RoyalApe wrote:
egburr wrote:
We have decided to convert the Detective to a Seer and add a Lycan and Sneaky Wolf to sow confusion.

Making this a 19er is a good thing on average I think.

thumbsup

Most players will just claim Lycan on D1 since it is a guaranteed role in game. So I think you'd actually be better with just a 5th villager vs a Lycan. If you want to sow confusion, make one of the villagers a hidden tinker - but I'm not sure if that's necessary without knowing more about the artifacts.
I see what you're saying. On the other hand, all those Lycan claims become pretty suspicious once the real Lycan dies. And the Mentalist could possibly check them out while they still live. And the Prophet, too, if they ask the right question.

"All those lycan claims"? I don't expect you will get more than 1 claim - from the real lycan. For the exact reason you just described. If an evil counters the lycan - they have now entered a dichotomy which is a huge plus for good if evil does so - and only the Mimic can actually reveal as lycan - which is a subpar use of the mimic ability IMO.

The ability for viewing roles (especially prophet) to be able to verify the lycan adds to this being the right play for good. Shrug.

I don't want to muddy your thread up further though. If you want to discuss further, I'd be happy to do so in GMs to you both.

Cheers
 
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RoyalApe wrote:
egburr wrote:
RoyalApe wrote:
egburr wrote:
We have decided to convert the Detective to a Seer and add a Lycan and Sneaky Wolf to sow confusion.

Making this a 19er is a good thing on average I think.

thumbsup

Most players will just claim Lycan on D1 since it is a guaranteed role in game. So I think you'd actually be better with just a 5th villager vs a Lycan. If you want to sow confusion, make one of the villagers a hidden tinker - but I'm not sure if that's necessary without knowing more about the artifacts.
I see what you're saying. On the other hand, all those Lycan claims become pretty suspicious once the real Lycan dies. And the Mentalist could possibly check them out while they still live. And the Prophet, too, if they ask the right question.

"All those lycan claims"? I don't expect you will get more than 1 claim - from the real lycan. For the exact reason you just described. If an evil counters the lycan - they have now entered a dichotomy which is a huge plus for good if evil does so - and only the Mimic can actually reveal as lycan - which is a subpar use of the mimic ability IMO.

The ability for viewing roles (especially prophet) to be able to verify the lycan adds to this being the right play for good. Shrug.

I don't want to muddy your thread up further though. If you want to discuss further, I'd be happy to do so in GMs to you both.

Cheers
I see your points, again. In this setup, the Lycan really isn't much different than a villager. More to think on.
 
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With Trigun being this lock consensus good read for so many people, I find it really bizarre that she's alive. There's a threshold where if she's still alive she should probably be murdalated.
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egburr wrote:
RoyalApe wrote:
egburr wrote:
RoyalApe wrote:
egburr wrote:
We have decided to convert the Detective to a Seer and add a Lycan and Sneaky Wolf to sow confusion.

Making this a 19er is a good thing on average I think.

thumbsup

Most players will just claim Lycan on D1 since it is a guaranteed role in game. So I think you'd actually be better with just a 5th villager vs a Lycan. If you want to sow confusion, make one of the villagers a hidden tinker - but I'm not sure if that's necessary without knowing more about the artifacts.
I see what you're saying. On the other hand, all those Lycan claims become pretty suspicious once the real Lycan dies. And the Mentalist could possibly check them out while they still live. And the Prophet, too, if they ask the right question.

"All those lycan claims"? I don't expect you will get more than 1 claim - from the real lycan. For the exact reason you just described. If an evil counters the lycan - they have now entered a dichotomy which is a huge plus for good if evil does so - and only the Mimic can actually reveal as lycan - which is a subpar use of the mimic ability IMO.

The ability for viewing roles (especially prophet) to be able to verify the lycan adds to this being the right play for good. Shrug.

I don't want to muddy your thread up further though. If you want to discuss further, I'd be happy to do so in GMs to you both.

Cheers
I see your points, again. In this setup, the Lycan really isn't much different than a villager. More to think on.

They're claimable though. It's basically a town crier.
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ljtrigirl wrote:
egburr wrote:
RoyalApe wrote:
egburr wrote:
RoyalApe wrote:
egburr wrote:
We have decided to convert the Detective to a Seer and add a Lycan and Sneaky Wolf to sow confusion.

Making this a 19er is a good thing on average I think.

thumbsup

Most players will just claim Lycan on D1 since it is a guaranteed role in game. So I think you'd actually be better with just a 5th villager vs a Lycan. If you want to sow confusion, make one of the villagers a hidden tinker - but I'm not sure if that's necessary without knowing more about the artifacts.
I see what you're saying. On the other hand, all those Lycan claims become pretty suspicious once the real Lycan dies. And the Mentalist could possibly check them out while they still live. And the Prophet, too, if they ask the right question.

"All those lycan claims"? I don't expect you will get more than 1 claim - from the real lycan. For the exact reason you just described. If an evil counters the lycan - they have now entered a dichotomy which is a huge plus for good if evil does so - and only the Mimic can actually reveal as lycan - which is a subpar use of the mimic ability IMO.

The ability for viewing roles (especially prophet) to be able to verify the lycan adds to this being the right play for good. Shrug.

I don't want to muddy your thread up further though. If you want to discuss further, I'd be happy to do so in GMs to you both.

Cheers
I see your points, again. In this setup, the Lycan really isn't much different than a villager. More to think on.

They're claimable though. It's basically a town crier.

Well Egburr and I are open to suggestions so don't be afraid to GM us
 
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Raven1207 wrote:
ljtrigirl wrote:
egburr wrote:
RoyalApe wrote:
egburr wrote:
RoyalApe wrote:
egburr wrote:
We have decided to convert the Detective to a Seer and add a Lycan and Sneaky Wolf to sow confusion.

Making this a 19er is a good thing on average I think.

thumbsup

Most players will just claim Lycan on D1 since it is a guaranteed role in game. So I think you'd actually be better with just a 5th villager vs a Lycan. If you want to sow confusion, make one of the villagers a hidden tinker - but I'm not sure if that's necessary without knowing more about the artifacts.
I see what you're saying. On the other hand, all those Lycan claims become pretty suspicious once the real Lycan dies. And the Mentalist could possibly check them out while they still live. And the Prophet, too, if they ask the right question.

"All those lycan claims"? I don't expect you will get more than 1 claim - from the real lycan. For the exact reason you just described. If an evil counters the lycan - they have now entered a dichotomy which is a huge plus for good if evil does so - and only the Mimic can actually reveal as lycan - which is a subpar use of the mimic ability IMO.

The ability for viewing roles (especially prophet) to be able to verify the lycan adds to this being the right play for good. Shrug.

I don't want to muddy your thread up further though. If you want to discuss further, I'd be happy to do so in GMs to you both.

Cheers
I see your points, again. In this setup, the Lycan really isn't much different than a villager. More to think on.

They're claimable though. It's basically a town crier.

Well Egburr and I are open to suggestions so don't be afraid to GM us

Mabye change it to a Tinker?
 
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