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Subject: Melriken's Official Rules of the Game. rss

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Brian
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This post/thread is intended to be a rule book. As such it will include a summary of possible roles and a standard set of play rules. My intention is to link to this thread when I am starting a new hidden role game and let the thread keep track of how everything works together so that players have some idea of what is possible, without having a specific role list or re-posting the same thing over and over.

This will also include what I consider the standard list of rules.

That all said I would love to hear from people about what I should add, things I should clarify, or possibly remove.

The role list will not be listing alternatives, my objective is to be able to tell a RRS "One of the people voting you is X." and the RRS can use this thread to find out exactly what that means. I want everyone playing one of my games to know what the interaction between two powers is.

To that end I am making a few assumptions... these will hold for my games unless stated otherwise but may not for other's games.
Seers are Good. (this includes RRS, Inquisitor, and several other roles)
Sorcerers are Evil.
Players promotable to Max-Evil are Evil (Cursed for example).
I will add more as I think of them.

I may create additional attributes to use in my games and will usually add them here after using them, some will be added prior to use.

Attributes for my Twilight Zone games will not be added to this thread, and some attributes in this thread will not match their use in The Twilight Zone (although attributes in this thread and in a Twilight Zone game will usually match).
 
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Brian
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The Standard Rules.
[*] No posting in size Zero font.
[*] No posting encrypted messages.
[*] No Geek mail or other out of game communication about the game with other people in the game.
[*] No white font messages.
[*] No quoting Mod Chat.
[*] No posting after Dawn/Dusk and before Night Actions/Lynch Results.
[*] No posting when the mod says no posting.
[*] No Deleting posts.
[*] Edits should be avoided when possible (make an additional post if you have something to add), and clearly labeled when needed (closing or fixing tags for example.)
[*] posts made after you are dead should be surrounded with zombies (zombie) and not reveal new information or remind people of old information.
[*] posts made by people not playing the game should be surrounded with ninjas (ninja) and should not pertain to the game in progress.
[*] Personal attacks should be avoided.
[*] Kaldar, or a suitable Bunneh stand-in should be voted first thing D1 as a placeholder vote.
[*] That last rule isn't actually a rule, but more of a good play practice

Violation of the standard rules will result in a Warning, Removal of Vote power, removal of game power, auto-loss (while continuing to play), Mod-Kill, or other punishment at the Mod's discretion.
 
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Brian
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Each player in a game of Werewolf will have a Role. A role consists of a Victory Condition (commonly referred to as a Team) and 0 or more Attributes.

Some example roles would be "Good - Seer" or "Evil - Tough Werewolf".

Common Major Victory conditions are:
Good: You win when all Max-Evils have been eliminated.
Wolf/Evil: You win when the Wolves have achieved Parity or Majority with the other players. Parity is achieved when the number of Wolves is half of the living players, Majority is achieved when the Wolves out number the Non-Wolves, some roles will alter Parity/Majority.

Typically only one Major Victory condition can be met, if more then one condition would be met at the same time then the game continues until only one condition is met. Some games have one or more Minor Victory Condition, if one of those conditions is met the player with that minor victory condition wins and the game continues until a Major Victory condition is met.
 
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Brian
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Attributes will follow the below format.
Attribute Name: Name
Alignment: Team/Victory Condition
Usage: Active/Passive
Type: Primary, Secondary, Rider, Special or Item.
Count As: some attributes cause you to be in larger groups for other powers to work on (like Seer, Priest or Wolf)
Rules: What this power does.


Attributes listed Alphabetically

Attribute Name: Alchemist
Alignment: Good
Usage: Active
Type: Primary
Count As: N/A
Rules: You have two potions, each of which you can use one time per game.

Attribute Name: Alignment Priest
Alignment: Good
Usage: Passive
Type: Primary
Count As: Priest
Rules: While you are alive the Team of dead players is revealed.

Attribute Name: Amulet of Protection
Alignment: Any
Usage: Active
Type: Item
Count As: N/A
Rules: The holder of the Amulet is Tough, if that Toughness is used the amulet is lost. Each night the amulet may be passed to another player (after the NK), if it is not passed it is lost.

Attribute Name: Apprentice
Alignment: N/A
Usage: Passive
Type: Rider
Count As: N/A
Rules: The Attribute associated with Apprentice may not be used. The first time another player with that attribute dies you lose the Apprentice attribute.

Attribute Name: Aux-Seer
Alignment: Good
Usage: Active
Type: Primary
Count As: Seer
Rules: Each night you may view a player for Aux-Evil/Not Aux-Evil. On N0 you get a random negative view.

Attribute Name: Aux-Sorcerer
Alignment: Evil
Usage: Active
Type: Primary
Count As: Sorcerer
Rules: Each night you may view a player for Priest/Not Priest. On N0 you get a random negative view.

Attribute Name: Bodyguard
Alignment: Good
Usage: Active
Type: Primary
Count As: N/A
Rules: Each night you may chose a player to protect, if that player would die instead they do not. You may not protect the same player two nights in a row.

Attribute Name: Brutal
Alignment: Any
Usage: Active
Type: Secondary
Count As: N/A
Rules: When you die the target of your brutal ability dies as well.

Attribute Name: Crimson Bird
Alignment: Good
Usage: Active
Type: Primary
Count As: N/A
Rules: Once per game you may "Call down the Right Hand of Doom" to instantly slay the player of your choice, your intention to use this power must be clearly stated in the thread. Also Once per game you may "Call down the Left Hand of Justice" to protect the player of your choice from lynch and all night actions that day and night, your intention to use this power must be clearly stated in the thread. You do not need to explain the effect of this power, just declare it's use.

Attribute Name: Cub
Alignment: Evil
Usage: Passive
Type: Primary
Count As: Cub
Rules: The first time a Wolf dies you are promoted to Werewolf.

Attribute Name: Cultist
Alignment: Evil
Usage: Passive
Type: Primary
Count As: N/A
Rules: You start the game knowing the identities of the Werewolves and Cubs.

Attribute Name: Cursed
Alignment: Evil
Usage: Passive
Type: Primary
Count As: N/A
Rules: The first time you would be Night killed you are instead promoted to the Max Evil that tried to kill you.

Attribute Name: Day Priest
Alignment: Good
Usage: Passive
Type: Primary
Count As: Priest
Rules: While you are alive the full role information of players that die at Dusk is revealed.

Attribute Name: Double
Alignment: Any
Usage: Passive
Type: Rider
Count As: N/A
Rules: You may use your night action power twice each night. (usually a Double Half Seer, Double Seer, or other view role)

Attribute Name: Double Vote
Alignment: Any
Usage: Active
Type: Secondary
Count As: N/A
Rules: Each day you may select another player, an extra vote is cast on that player.

Attribute Name: Good Sorcerer
Alignment: Good
Usage: Active
Type: Primary
Count As: Seer
Rules: Each night you may view a player for Seer/Not Seer. On N0 you get a random negative view. Seers you find are added to Seer Chat.

Attribute Name: Governor
Alignment: Good
Usage: Active
Type: Primary
Count As: N/A
Rules: Once per game you may select the next Night Kill or Lynch target.

Attribute Name: Gravedigger
Alignment: Evil
Usage: Active
Type: Primary
Count As: Priest
Rules: Each night you may view a previously dead player and learn their role.

Attribute Name: Half
Alignment: Any
Usage: Passive
Type: Rider
Count As: N/A
Rules: Each Night you select two players for your view power, one of them is viewed at random and you are not told which one.

Attribute Name: Hunter
Alignment: Good
Usage: Passive
Type: Primary
Count As: Hunter
Rules: Evil can not achieve Parity while you are alive but they may still win via Majority. Good wins if you are alone with a single max evil.

Attribute Name: Inn Keeper
Alignment: Good
Usage: Active
Type: Primary
Count As: N/A
Rules: Once per game you may select three players, you and those players are protected from all night actions that night. Use of this ability must be posted in the thread prior to lynch.

Attribute Name: Innocent
Alignment: Any
Usage: Passive
Type: Rider
Count As: N/A
Rules: Your view power will always return a negative.

Attribute Name: Inquisitor
Alignment: Good
Usage: Active
Type: Primary
Count As: Seer
Rules: Each night you may view a player, you receive that player's full role, however if you view a Good player that player loses all their abilities.

Attribute Name: Insane
Alignment: Any
Usage: Passive
Type: Rider
Count As: N/A
Rules: Your view power will return a Negative instead of a Positive and a Positive instead of a Negative.

Attribute Name: Investigator
Alignment: Any
Usage: Passive
Type: Primary
Count As: N/A
Rules: When a player dies you are told in mod chat how they died.

Attribute Name: Kidnapper
Alignment: Any
Usage: Active
Type: Primary
Count As: N/A
Rules: Each Night you may select a player, that player may not post in the thread during the next day and may not be the target of the next day's lynch or any power that works at lynch.

Attribute Name: Knight
Alignment: Good
Usage: Passive
Type: Primary
Count As: N/A
Rules: The first time you would be Night Killed or Brutaled you instead don't die.

Attribute Name: Lycan
Alignment: Good
Usage: Passive
Type: Secondary
Count As: Wolf
Rules: You count as a Wolf for parity but are on the good team.

Attribute Name: Magician
Alignment: Good
Usage: Active
Type: Primary
Count As: N/A
Rules: Once per game you may select “Potion of Life” or “Potion of Death”, you may then use the selected power twice durring the rest of the game.

Attribute Name: Martyr
Alignment: Good
Usage: Active
Type: Primary
Count As: N/A
Rules: Each Night you may protect one player, if the player you protect would die instead you die.

Attribute Name: Mason
Alignment: Any
Usage: Passive
Type: Primary
Count As: N/A
Rules: All the masons share a chat and are on the Good Team.

Attribute Name: Mystic
Alignment: Good
Usage: Active
Type: Primary
Count As: Seer
Rules: Each night you may select one of the people who voted you for the previous day's lynch, you are told the alignment (team) of that player.

Attribute Name: Night Priest
Alignment: Good
Usage: Passive
Type: Primary
Count As: Priest
Rules: While you are alive the full role information of players that die at Dawn is revealed.

Attribute Name: Pacifist
Alignment: Good
Usage: Passive
Type: Secondary
Count As: N/A
Rules: Your vote does not count.

Attribute Name: Paranoid
Alignment: Any
Usage: Passive
Type: Rider
Count As: N/A
Rules: Your view power will always return a positive.

Attribute Name: Party Player
Alignment: Any
Usage: Passive
Type: Primary
Count As: N/A
Rules: You start the game with a number of random 2-player chat rooms. (usually around ¼ of the player count rounded down)

Attribute Name: Potion of Death
Alignment: Any
Usage: Active
Type: Special
Count As: N/A
Rules: You may use this potion to kill any one player at the next Dawn.

Attribute Name: Potion of Life
Alignment: Any
Usage: Active
Type: Special
Count As: N/A
Rules: You may use this potion to negate the next night kill, you are told the name of the protected player. If you would be night killed while you have this potion it will be used.

Attribute Name: Prince
Alignment: Good
Usage: Passive
Type: Primary
Count As: N/A
Rules: You are Lynch immune, the first time you would be lynched your entire role is instead revealed.

Attribute Name: Random Role Seer
Alignment: Good
Usage: Passive
Type: Primary
Count As: Seer
Rules: Each night you get the full role of one random player who voted you the previous day, but not that player's name.

Attribute Name: Runt
Alignment: Evil
Usage: Passive
Type: Primary
Count As: Cub
Rules: The first time a Wolf or Cub dies you are promoted to Cub.

Attribute Name: Seer
Alignment: Good
Usage: Active
Type: Primary
Count As: Seer
Rules: Each night you may view a player for Max-Evil/Not Max-Evil. On N0 you get a random negative view.

Attribute Name: Sheriff
Alignment: Any
Usage: Passive
Type: Secondary
Count As: N/A
Rules: Your vote counts twice.

Attribute Name: Sorcerer
Alignment: Evil
Usage: Active
Type: Primary
Count As: Sorcerer
Rules: Each night you may view a player for Seer/Not Seer. On N0 you get a random negative view.

Attribute Name: Super
Alignment: Evil
Usage: Passive
Type: Rider
Count As: N/A
Rules: You count twice for Parity.

Attribute Name: Tinkerer
Alignment: Any
Usage: Passive
Type: Secondary
Count As: All
Rules: All players with a View power will get a positive hit on you.

Attribute Name: Tough
Alignment: Any
Usage: Passive
Type: Secondary
Count As: N/A
Rules: The first time you would die, instead you don't die.

Attribute Name: Tough Brutal
Alignment: Any
Usage: Active
Type: Secondary
Count As: N/A
Rules: The first time you would die instead the target of your Tough Brutal dies.

Attribute Name: Trouble Maker
Alignment: Good
Usage: Active
Type: Primary
Count As: N/A
Rules: Once per game you may elect to Stir up Trouble. The next lynch both the first and second place vote holders are lynched.

Attribute Name: Vampire
Alignment: Evil
Usage: Passive
Type: Primary
Count As: Vampire, Max-Evil
Rules: You are a Max Evil, Share Vampire Chat, and the Vampires collectively may Night Kill one target each night. Also Vampires are Night Kill immune and White Hats.

Attribute Name: Vampire Hunter
Alignment: Good
Usage: Active
Type: Primary
Count As: Hunter
Rules: Each night you select a player, if that player is a Vampire they die and you lose this ability.

Attribute Name: Vigilante
Alignment: Good
Usage: Active
Type: Primary
Count As: N/A
Rules: Once per game you may select a player, that player dies at the next Dawn.

Attribute Name: Village Idiot
Alignment: Good
Usage: Passive
Type: Secondary
Count As: N/A
Rules: Your vote is cast to match the first valid vote each day. (your actual vote is not a valid vote, nor is a pacifist's vote for example)

Attribute Name: Villager
Alignment: Good
Usage: Passive
Type: Secondary
Count As: N/A
Rules: You lose all other attributes and are just a plain villager.

Attribute Name: Vote Canceller
Alignment: Any
Usage: Active
Type: Secondary
Count As: N/A
Rules: Each day you may select another player, that player's vote is canceled.

Attribute Name: Vote Mover
Alignment: Any
Usage: Active
Type: Primary
Count As: N/A
Rules: Each day you may select two target players, the first player's vote is moved to the second player.

Attribute Name: Warlock
Alignment: Any
Usage: Active
Type: Primary
Count As: Witch
Rules: Each night you may choose a player, all night actions that target that player and would not kill them fail. You may not target the same player two nights in a row.

Attribute Name: Werewolf
Alignment: Evil
Usage: Passive
Type: Primary
Count As: Wolf, Max-Evil
Rules: You are a Max Evil, share Wolf-Chat, and the Werewolves collectively may Night Kill one target each night.

Attribute Name: White Hat
Alignment: Any
Usage: Passive
Type: Secondary
Count As: N/A
Rules: On death your role information is revealed regardless of the status of the priest(s)

Attribute Name: Witch
Alignment: Any
Usage: Active
Type: Primary
Count As: Witch
Rules: Each night you may chose a player, that player may not use active powers the following day or night. You may not target the same player twice in a row and this power does not effect a max Evil's Night Kill.

Attribute Name: Witness
Alignment: Good
Usage: Passive
Type: Primary
Count As: Seer
Rules: Each night you may view a player, if that player is Night Killed you are told the name of one of the Max-Evils involved in the kill.
 
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Brian
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FAQ

Q: Your currently running Big Village, Bigger Secrets (one), are all the roles in that game on this list?
A: This list is newer then that game's role list, however I may have chosen to leave off some of the attributes used in that game, and some of the attributes on the list have been updated after that game started (Runt for example being a type of Cub).

Q: Why is the FAQ so short?
A: Because you haven't asked any other questions.
 
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Brian
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Glossary
Active - An active attribute is an attribute that requires player action to use.
Attribute - One ability or power, an Attribute is part of a role.
Aux-Evil - An Aux-Evil is any member of the Evil team who is not a Max-Evil.
Item - An Item is an attribute that can be moved from one player to another and is not part of a player's Role.
Majority - Majority is reached when more then half of the remaining players are of a single Max-Evil faction.
Max-Evil - A Max-Evil is any member of the Evil team who participates in choosing the NK target. Max-Evils typically share a chat with each other and count for parity.
Parity - Parity is reached when half the remaining players are of a single Max-Evil faction.
Passive - A passive attribute is an attribute that does not require a player action to use.
Primary - A Primary Attribute is an attribute that is often the only Attribute included in a player's role, or the central attribute for that role.
Rider - A Rider Attribute is an Attribute that modifies another attribute, and can not function on it's own.
Role - Who the player is in the game (including their team and all their powers).
Secondary - A Secondary Attribute is an attribute that is often included with another attribute, but does not require any other attribute to function.
Special - A Special Attribute is an attribute that is not given out by itself, but rather a sub-piece of one or more other attributes.
Voting Majority - Voting Majority is held by the team who's cooperative players have more then half of the available votes.
 
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Brian
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I would appreciate any feed back anyone has, things to add (Normal Rules, Attributes, etc). I want to do a general game rules write up (explain the day/night phases, what lynch is, how voting works, etc) assuming Cassy and BGG will be used to play the game.
 
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