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Subject: Review of The Werewolves of Miller's Hollow rss

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Martí Cabré

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There's an old children's game called "The assassin" were a child chosen at random has to "kill" the other children by winking at them. Once they are "killed" they play no longer and the "assassin" can only be caught in the act of winking at someone.

TWOMH reminded me of that game. Though it's different. This is a very good game for a loose party were you have a bunch of people with different gaming backgrounds. Family meetings, anyone?

The more players the better. The players are dealt a card each one which tells them which kind of character they are: a common villager, a werewolf or a special villager. This is secret and the cards must not be shown. The game needs a GameMaster that does not play and leads the session. The cards have strange drawings in my edition and you'd better make sure that everyone understands what represents each card, to avoid confusion.

During each turn everybody must close their eyes and then the werewolves will secretly open their eyes and choose someone to kill. Everybody opens their eyes and the GM tells who has been eaten by the werewolves. The the fun begins. The GM must promote discussion and deduction between the players who must try to find out who are the werewolves. Of course, the werewolves can act like villagers and try to bring guilty upon other players. whistle

The players (all of them, minus the ones already killed), can vote to kill any player as a suspect of being a werewolf. If they do, his card is revealed. Of course, they can kill innocent villagers... but who'd have guessed?

Some villagers have special powers, like the Little Girl who is allowed to spy on the werewolves, the Seer that can see any player's card, the Hunter who can kill anyone if he is going to be killed, etc. I don't recommend using all the special characters together as it is a fuss. Instead, play each session with a different subset of special characters and the game will stay fresh.

The game ends when either the villagers or the werewolves are killed.

I recommend it to almost any gaming group as can be from a filler to a main dish, depending on the kind of gaming group. meeple
 
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Mallory Dean
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Great explanation of this game. I am seen it mentioned before but never really took the time to understand what it was all about. I don't have big groups to play games with but if that changes, I will keep this in mind.
 
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Jason Weed
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What a great game, the few conventions I go to each year feature this game at midnight till, oh say, 4-5 in the morning some times later, fun times.
 
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Martí Cabré

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mdawg wrote:
Great explanation of this game. I am seen it mentioned before but never really took the time to understand what it was all about. I don't have big groups to play games with but if that changes, I will keep this in mind.


Thanks.

I don't recommend it with fewer than six people. Even better eight. And as a top, maybe twenty or so (in case of need, you can make your own cards or whatever tokens you want to use).
 
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Scott Duncan
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I was introduced to this game at a conference. We had 8 people plus the game "master". A regular deck of poker/bridge cards was used. Werewolves (2) were Jacks. A "healer" was the Queen of Hearts. The "Seer" was a "King". Non-face cards were the rest of the Villagers. I'm sure other "roles" could have been introduced as some people had special decks. But to play the game, a special deck seemed irrelevant.
 
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Sight Reader
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marticabre wrote:
I don't recommend it with fewer than six people.

We consider 7 players the enjoyable minimum (8, if you add the moderator). With fewer, it's better to go with The Thing or The Resistance.
 
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Martí Cabré

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scottduncan wrote:
I was introduced to this game at a conference. We had 8 people plus the game "master". A regular deck of poker/bridge cards was used. Werewolves (2) were Jacks. A "healer" was the Queen of Hearts. The "Seer" was a "King". Non-face cards were the rest of the Villagers. I'm sure other "roles" could have been introduced as some people had special decks. But to play the game, a special deck seemed irrelevant.


Yes, that's a good solution.
I'm sure that a previous similar game existed with standard cards. There are many good traditional games with French and Spanish cards that could be pimped into boardgames.
 
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Martí Cabré

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sightreader wrote:
marticabre wrote:
I don't recommend it with fewer than six people.

We consider 7 players the enjoyable minimum (8, if you add the moderator). With fewer, it's better to go with The Thing or The Resistance.


I have been trying now The Resistance and I'm liking it.
 
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Wend C
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I love this game! I have played it with my gaming group once, so far. We had 13 people, 3 of whom were the werewolves and 9 villagers plus myself as moderator. I used the fortune teller card as the only special villager, but sadly he was eliminated early in the game. To set up the game I laid out the cards in a clockface (knowing which cards were 'special' and asked everyone to sit in front of a card without touching. They then peeked at their own card and placed it behind them out of the circle. I had a candle in the middle of the circle which added atmosphere and just enough light during the night phase when i dimmed the overhead lights, I could still see what the special players actions were to be. During the fortune teller phase and werewolf phase I slowly encircled the group, pretending to look at cards, instructing them when to act and keeping the vibe using a low and slow monotone voice while spicing each night time phase up with details of the kills as they were being played out. On waking, I wore a hairy werewolf glove and either pointed out a victim from across the circle with my leathery finger or by grabbing his neck with my hairy clawed hand as I stood behind him. This shocked the villagers! The villagers then voted by finger pointing who they suspected. The sheriff was chosen as a suspect and he passed on his badge before being lynched. As a last wish before dying, I let them choose whether they wanted to reveal their roles or not, most people wanted to keep their card hidden after death to keep the rest of the villagers in suspense and this worked great! The sheriff chose to keep silent and kept his card hidden so naturally everyone suspected him of being a werewolf and sadly, the suspicion followed to the new sheriff and next night the werewolves attacked him, making the village paranoid! I let the role of sheriff go, the village was in the frenzy of paranoia, no-one would have wanted to take on the role anyway. In the end, only one werewolf was eliminated, with the help of his fellow lycanthropes who panicked at the last minute and turned their pointed fingers to him.

Keen to try out a few of the other specialised cards and some 'New Moon' scenarios next time I have a group of around 13 or more.
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Martí Cabré

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DngnMstrss wrote:


I love this game! I have played it with my gaming group once, so far. We had 13 people, 3 of whom were the werewolves and 9 villagers plus myself as moderator. I used the fortune teller card as the only special villager, but sadly he was eliminated early in the game. To set up the game I laid out the cards in a clockface (knowing which cards were 'special' and asked everyone to sit in front of a card without touching. They then peeked at their own card and placed it behind them out of the circle. I had a candle in the middle of the circle which added atmosphere and just enough light during the night phase when i dimmed the overhead lights, I could still see what the special players actions were to be. During the fortune teller phase and werewolf phase I slowly encircled the group, pretending to look at cards, instructing them when to act and keeping the vibe using a low and slow monotone voice while spicing each night time phase up with details of the kills as they were being played out. On waking, I wore a hairy werewolf glove and either pointed out a victim from across the circle with my leathery finger or by grabbing his neck with my hairy clawed hand as I stood behind him. This shocked the villagers! The villagers then voted by finger pointing who they suspected. The sheriff was chosen as a suspect and he passed on his badge before being lynched. As a last wish before dying, I let them choose whether they wanted to reveal their roles or not, most people wanted to keep their card hidden after death to keep the rest of the villagers in suspense and this worked great! The sheriff chose to keep silent and kept his card hidden so naturally everyone suspected him of being a werewolf and sadly, the suspicion followed to the new sheriff and next night the werewolves attacked him, making the village paranoid! I let the role of sheriff go, the village was in the frenzy of paranoia, no-one would have wanted to take on the role anyway. In the end, only one werewolf was eliminated, with the help of his fellow lycanthropes who panicked at the last minute and turned their pointed fingers to him.

Keen to try out a few of the other specialised cards and some 'New Moon' scenarios next time I have a group of around 13 or more.


This seems to be a great session. From your description the atmosphere was perfectly tight to the theme of the game and the players had a thrill. Well done!
 
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