Recommend
 
 Thumb up
 Hide
8 Posts

BoardGameGeek» Forums » Gaming Related » PBEM » Werewolf

Subject: For discussion - another werewolf scenario. Comments welcomed! rss

Your Tags: Add tags
Popular Tags: [View All]
John Valvard
msg tools
Spread the conFUDsion wherever you can...
badge
Avatar
mbmbmbmbmb
WARNING - this is long!
For discussion – a(nother) werewolf scenario. Input from PBEM werewolf aficionados would be gratefully received. If enough positive feedback / amendments and uptake, I’d be keen to run this sometime towards the start of July…

I followed the Haunted Village (1.0) with great enjoyment, albeit from the sidelines, and have read through several of the other games (it’s like watching an old fashioned detective thriller, and a great way to pass downtime at work!). I loved the movable items motif of HV, and thought long and hard about things I’d change. A few thoughts, and then an outline scheme.

Wolves have it tough – everyone is against them. The only help they may have is a sorcerer/traitor-type character, with sometimes a pair of lovers who have a modified agenda, but basically want to survive. I rather fancied trying to introduce a third full faction to the mix, which would distract the villagers’ attention. A three-way split where each faction is out for its own interests would increase the level of paranoia in the game. And I do like a paranoid game of werewolf.

On the same theme, one of the problems with a couple of the games is that the villagers determine what is in the greater good for non-werewolves and force the agenda. Disagree with the plan and you are likely to be a werewolves (or at least a burden on society) and destined to be fitted for a hemp collar before the day is out. But, although the villagers clearly all want to survive, in real life most people have their own little agendas that they will be pursuing through even the nastiest situation (as with the Lovers in some games). How about if EVERYONE has a private agenda – lower down the list of priorities than survival, sure, but nonetheless modifying their attitudes. Let’s break the villager block…
To this end, I’ve split the goal for most of the roles into a Minor Victory (usually survival!) and a Major Victory, which involves your own private agenda. A player’s most basic aim is still to have his/her faction come out ahead, even if dying for the greater good. But wouldn’t it be SO much better if someone else died for the greater good instead?
This may not be implementable, since everyone always seems so eager to martyr themselves in the public interest (a benefit of a virtual life!). Suggestions for increasing the emphasis on selfishness (or more importantly the suspicion of selfishness) would be appreciated.

The Seer power / Amulet ability is extremely powerful, and most of the effort of real villagers in many games is to protect the Seer until he/she has accumulated enough information to give a near-certain win to the village. Games often turn on how long the Seer can be kept alive. Items such as Mirror of Lies, or characters like the tinker/bad dancer and sorcerer/traitor etc add an element of doubt to the information gathered, but not a great deal. I’m looking to go a step further, and, for want of a better set of options, am dividing characters into virtuous and evil. wolves are evil, normal villagers are good, right? Well – yes, but several other roles are automatically evil too. And normal villagers can become evil depending on what they do to each other. And can be forgiven and return to virtuous status. This dilutes the usefulness of the Seer power… so I’ve given a Seer to both sides, to make it a feature rather than a strategy lynch-pin.

Masons – briefly, I’m convinced by the arguments against private mason PMing. I do however like the idea of a pair of villagers being certain of each other’s innocence. Hence the Monk and the Saint .

Finally, while determining abilities entirely by item (as in Haunted Village) was fascinating, it did end up moving towards an exercise in logistics. I’d like to try a mixed approach, with some abilities determined by preordained role and several passable items on top of that. May be too much to think about, but hey – life is complex!

Probably there are far too many variables in the scheme I’ve outlined below, so feel free to trash/ plagiarise/ pour scorn on the ideas at will…

……………………………………………………………………………………………………….

Rules of engagement:
For ease of understanding, all ROLES in BLOCK CAPITALS, all Items in Block letters and all special TERMS in ITALIC CAPITALS (appendix of TERMS at base of article)

19 villagers, 9 of whom have secret named roles with the rest being simple VILLAGERS.
Each player will be given full details of his/her role, including, in the case of each VILLAGER, the name of the player against whom he/she holds a GRUDGE.
Each villager starts with 10 gold pieces; on the first day, players may put in bids in a blind auction for the 10 Items and 4 Potions listed below. One of each will be available, and will be sold to the highest bidder. In case of a tie, the first to make the bid will receive the item. Players must be able to meet their obligations (ie noone may bid more than 10 total gold). Players may bid on, and might purchase, more than one object. Unbought Items and Potions will not be in play unless/until created using the Bag or the Alembic. If no player bids for the Mayor’s Chain, it will be awarded to the player with the most Gold remaining after the auction, tie determined randomly.

Each day, villagers vote for one character to be lynched (single vote per player), player with most vote is lynched. In case of a tie, the Mayor has the casting vote.
At night, villagers use Items and perform role-specific activities, which in the case of WOLVES may entail killing a villager.
Order in which nocturnal activities are resolved:
1. Items are used, and WITCH, MONK and SAINT special abilities are invoked (including BREWING).
2. HUNTER leaves his house and takes up position.
3. THIEF and any THIEVING villagers leave their houses.
4. Any player wishing to POISON another player leaves home.
5. WOLVES leave their houses and go into the woods to meet up.
6. THIEF and any THIEVING or POISONING villagers visit their targets, and return home.
7. WOLVES visit the target, (and secondary target if the first is safe or HUNTING), kill and return home
8. HUNTER returns home.
9. Items and Potions are destroyed or passed.
Lynching will reveal whether the player was a WOLF or a WITCH or any other named role. Any Items held by that player will be passed to the mayor to distribute.
When WOLVES kill a player, they will randomly divide that players belongings, and equally share his wealth. The victim’s role will be revealed in the morning.
Each ROLE has a goal or Victory Condition. Game ends when either:
· All WOLVES and WITCHES are dead (VILLAGER victory)
· There are 3 WITCHES (WITCH victory)
· The number of non-WOLF, non-WITCH players is less than the number of WOLVES (WOLF victory).


ROLES

WOLF (3) - EVIL
Victory – Reduce the number of non-WOLF, non-WITCHES to below the total number of WOLVES
Initial information – ID of all WOLVES and that of the WITCH
Privileges – WOLVES may PM WOLVES.
Ability – At night, WOLVES will determine a non-WOLF to attack, if they choose (and a secondary target in case the first is safe). Each WOLF can then opt to join or not join the FEEDING frenzy (if none decide to FEED, then there is no attack). Not FEEDING at night causes EXHAUSTION the following day. An EXHAUSTED WOLF must FEED that night or die of starvation by morning.

WITCH- EVIL
Minor Victory – Survive to see WOLVES win
Major Victory – Create a coven of 3 WITCHES alive at the game end.
Initial information – None
Privileges – None
Ability – Each night WITCH may opt to do (exclusively) one or two of the following (two will lead to EXHAUSTION the following day. The WITCH cannot perform two actions if EXHAUSTED the preceding day.
1) Scry out a fellow villager and determine whether that individual is VIRTUOUS or EVIL
2) CURSE a fellow villager with nightmares; the victim will then suffer EXHAUSTION the following day whether or not their chosen nighttime activities would warrant that.
3) BREW Cursed Potion. The Cursed Potion will appear to be one of the Potion Items listed below (as specified by the WITCH at BREWING), but its effect will be to cause all the drinker’s Items to fail. After BREWING, the Potion will also be indistinguishable from the real thing, even to the WITCH.
4) BREW Witch’s Potion. The WITCH’s Brew will appear to be one of the Potions listed below (as specified by the WITCH at BREWING), but its effect will be to cause the drinker to become a WITCH. Permanently. The WITCH’s Brew needs as ingredients the hair of a werewolf or the blood of a holy man/woman. Consequently, this can only be BREWED after a WOLF or either the MONK or SAINT has died (the WITCH is considered capable of acquiring the ingredient from the corpse of the deceased). Only one Brew can be made from each werewolf or holy man/woman, and the ingredients must be fresh – ie from the day before, either lynch or previous night’s kill. WITCH’s Brew will kill the SAINT or MONK if either drink it.

THIEF – EVIL
Minor Victory – Survive to see all the WOLVES and the WITCHES die
Major Victory – Minor Victory + end up with more than 50% of the Items.
Initial information – None
Privileges – the THIEF may STASH Items as an alternative to passing them to other players at night. When STASHED, an Item is out of play for the following day. Each night, the THIEF can freely add or remove Items from the STASH. As for all players, only one Item may be held at night end. The STASH will be revealed and looted if the THIEF is killed.
Ability – Each night the THIEF may visit another player’s house and steal a specified Item and all the gold that villager still holds. If the villager does not own the specified item, the THIEF will steal a random Item of those which are owned. The THIEF will also discover whether that player is ACTIVE that night (ie not at home because out HUNTING, FEEDING, THIEVING or POISONING).

SAINT – VIRTUOUS
Minor Victory – Survive to see all the WOLVES and WITCHES die.
Major Victory – Minor Victory + keep the MONK alive
Initial information – Knows identity of the MONK
Priviliges – None
Ability – Each night the SAINT may opt to do one or both of the following (both will lead to EXHAUSTION the following day. The SAINT cannot perform both actions if EXHAUSTED the preceding day.
1) Pray for guidance and determine whether a fellow villager is VIRTUOUS or EVIL
2) BLESS a fellow villager with energy; that villager will not suffer EXHAUSTION the following day, regardless of CURSE or ACTIVITY

MONK – VIRTUOUS
Minor Victory – Survive to see all WOLVES and WITCHES die.
Major Victory – Minor Victory + ensure that more VILLAGERS (live and dead) are VIRTUOUS than EVIL
Initial information – Knows the identity of the SAINT .
Privileges – None
Ability – Each night the MONK may opt to do one or both of the following (both will lead to EXHAUSTION the following day. The MONK cannot perform both actions if EXHAUSTED the preceding day.
1) Pray that a particular (living) villager be FORGIVEN for past crimes. A villager who is temporarily EVIL will regain VIRTUOUS status, though they will not know this. The MONK receives no intimation whether he has FORGIVEN an already VIRTUOUS villager (no effect) or WOLF or WITCH (no effect) by mistake. FORGIVENESS does not apply if the target is THIEVING or POISONING that night.
2) BLESS a fellow villager with energy; that villager will not suffer EXHAUSTION the following day, regardless of CURSE or ACTIVITY

HUNTER – VARIABLE (BEGINS VIRTUOUS)
Minor Victory - Survive to see all WOLVES and WITCHES die.
Major Victory – Minor Victory + kill more WOLVES than the villagers do.
Initial information – None
Privileges – None
Ability – Each night the HUNTER may choose to stake out a house. Then
1) If a single WOLF comes out, the HUNTER will kill the WOLF and take its Items.
2) If a single WOLF goes in, the HUNTER will kill the WOLF and take its Items.
3) If more than one WOLF goes in or out, the HUNTER will not act.
4) If the THIEF or a THIEVING villager strikes the house, the HUNTER will learn that individual’s identity while him/herself remaining hidden.
Staking out a house is not EXHAUSTING, but if already EXHAUSTED, a HUNTER may not stake out a house.

WITCHFINDER GENERAL (WFG) – VARIABLE (BEGINS VIRTUOUS)
Minor Victory – Survive to see all WOLVES and WITCHES die.
Major Victory – PUT a WITCH TO THE TEST. (Bonus if able to PUT TO THE TEST more than one WITCH!)
Initial information – None
Privileges – Every night the WFG will be informed how many WITCHES were alive the previous day (after the lynch). The WFG is unaffected by all Potions (including the beneficial ones).
Ability – Every day the WFG has the option of ACCUSING a villager of being a WITCH. This is an official action, and only the true WFG can make this official declaration. WFG may defend his/her decision however he/she chooses. Unless 50% of the remaining villagers vote against the action, the target of the ACCUSATION will be PUT TO THE TEST. The WFG’s methods are harsh but effective. A WITCH will die if PUT TO THE TEST. Unfortunately, so will the SAINT, who is sadly too frail to survive the inquisition. Any other character (WOLVES included) will be so traumatised by the process that they will be EXHAUSTED the following day.


VILLAGERS (10) – VARIABLE (BEGIN VIRTUOUS)
Minor Victory – Survive to see all WOLVES and WITCHES die.
Major Victory – Minor Victory + outlive object of GRUDGE.
Initial information – Each VILLAGER has another villager (random – may be SAINT etc) who they have a GRUDGE against. GRUDGES are randomly assigned and independent (so one villager may be the object of more than one GRUDGE).
Privileges – None
Ability – None



Items
· Mayor’s Chain – The owner at the beginning of day is Mayor; the mayor cannot be lynched and holds the deciding vote in the event of a lynch tie. The owner of the Chain is known to all. [The Chain has no use function and so is unaffected by Curse Potion]. The maximum term of office for Mayor is 2 days, and that night the Chain must be passed on.
· Silver Bullet (1 use) – The owner will kill a WOLF if attacked at night. If more than one WOLF attacks, the owner will die and a random one of the WOLVES will die… probably. Chances of killing a WOLF decrease the more attack at once.
· Amulet of Seeing – The owner will see in a vision while dreaming the identity (WOLF, WITCH, HUNTER, SAINT , MONK , THIEF or VILLAGER) of another player. None of the specified characters (WOLF, WITCH, HUNTER, SAINT , MONK , THIEF) can use their ability and the Amulet of Seeing on the same night.
· Amulet of Virtue – The owner will appear to be a VIRTUOUS VILLAGER if scried by the Amulet of Seeing, the WITCH or the SAINT . The amulet will give a random reading, with probabilities based on the existing population, if the owner is CURSED that night or has drunk a Cursed Potion.
· Hood of shadows – The owner may choose to be ACTIVE at night (and be EXHAUSTED the following day) and gains the abilities of the THIEF (though not the ability to STASH. Note – THIEVING leads to a VIRTUOUS character becoming EVIL, regardless of the motive or outcome. Neither SAINT nor MONK can use this item, and both must get rid of it the following night. A WOLF may wear the Hood when going out to FEED, and will not be observed by the HUNTER… but the Hood will be destroyed by this use.
· Box of Whispers – Player can record a 10 word message on the box, which will replay to its owner until overwritten.
· Searching Stone – A player using the Stone will be informed of the whereabouts of a specified Item (at the start of the night). If more than one such Item exists, the player will learn the location of all of them.
· Alchemist’s Alembic – The owner may create any one Potion (other than the Cursed Potion or Witch’s Brew) each night, but may not be otherwise ACTIVE. This action is EXHAUSTING. The user of the Alembic must either pass the created Potion or the Alembic to another villager.
· Smith’s Furnace – Each night, the owner may destroy any one Item in his/her possession other than the Mayor’s Chain. This action is EXHAUSTING.
· Bag of Tricks – At night, the owner may activate the Bag and thereby create one of Amulet of Seeing, Amulet of Virtue, Hood of Shadows or Silver Bullet at random. If used, the Bag will disappear, to reappear randomly in the possession of another villager at the end of the night. If not used, there is a 50% chance it will do so anyway. Using the Bag is EXHAUSTING.

Potions – NB WITCH may have BREWED a substitute Cursed Potion or Witch’s Brew which will be indistinguishable from the Potion it is set to mimic.
· Potion of Stone (1 use) – The drinker will turn to stone when sleeping that night and will be invulnerable to WOLF attack. WOLVES will be forced to choose their secondary target instead.
· Poison Potion (1 use) – The drinker may leave his house at night to POISON another player. This act will give a VIRTUOUS player EVIL status. The victim will be aware of the POISONING, but the rest of the village will not. The victim will die the following night unless he/she manages to acquire Antidote
· Antidote Potion (1 use) – Negates the effect of Poison. The drinker will not die if from drinking the Poison Potion on the previous night, and will be unaffected if drinking the Poison Potion concurrently.
· Silver Potion (1 use) – The drinker will not be killed by WOLF attack, and the WOLVES will be unable to attack any other villager that night. If any WOLVES starve because of this, that is tough on the WOLVES.

Each player may keep a maximum of one Item or Potion each night. Other Items and Potions (if not being destroyed) must be given away, no more than one to any player. Potions may be destroyed either by drinking, and taking the consequences, or by pouring away. Multiple Potions may be drunk at once.
WOLF, WITCH, SAINT , MONK , THIEF and HUNTER can invoke their abilities at night and during the same night also use any Item other than the Amulet of Seeing or the Smith’s Furnace. If using either the Amulet of Seeing, Bag of tricks, Alchemist’s Alembic or the Smith’s Furnace, the character’s ability may not be invoked.


TERMS used
ACCUSATION – Act of WFG. Causes the nominated villager to be PUT TO THE TEST

ACTIVE – ie engaged in HUNTING, FEEDING, THIEVING or POISONING

BLESS – Act of SAINT or MONK to relieve a villager of EXHAUSTION

CURSE – Act of WITCH to cause a villager to suffer EXHAUSTION (fails in the face of a BLESSING)

EVILWOLVES, WITCHES and THIEF are always EVIL. Normal villagers who THIEVE or POISON become EVIL but may be FORGIVEN by the MONK

EXHAUSTIONEXHAUSTION can be caused by ACTIVITY, Item use or a CURSE, or, in the case of a WOLF, not FEEDING. State is announced to all villagers at the end of every night in a public statement.

FEED – Each night, the WOLVES will select a victim to FEED upon. Each WOLF will then have the option of joining the FEED. If none opt to join, there is no attack. Each WOLF must FEED if EXHAUSTED, or die. A non-EXHAUSTED WOLF who chooses not to FEED will be EXHAUSTED the following day.

FORGIVE – The MONK may FORGIVE a villager and cause that villager’s status to revert to VIRTUOUS.

GRUDGE – Each VILLAGER holds a GRUDGE against one other villager (may be of any role). For a Major Victory, a VILLAGER must see the object of his GRUDGE eaten or lynched.

POISON – A player may use a Poison Potion to POISON another player at night. The victim will be aware of the attack, and has a day to acquire an Antidote or die the next night.

PUT TO THE TEST – When the WFG ACCUSES a villager, and a majority of the other villagers do not vote against, the ACCUSED is PUT TO THE TEST. SAINT or WITCH will die, all other villagers are left EXHAUSTED the following day.

STASH – The THIEF may retain Items instead of passing them at night, and hide them in a STASH. Each night, the THIEF can add or remove Items from the STASH.

THIEVE – A player using the Hood of Shadows may take on the THIEF’s abilities at night and steal an Item from another player. This renders a VIRTUOUS player EVIL. The SAINT and MONK cannot THIEVE.

VIRTUOUSSAINT and MONK are always VIRTUOUS. Normal villagers start as VIRTUOUS but may descend into EVIL if they steal.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Dane Peacock
United States
Stansbury Park
Utah
flag msg tools
badge
That tickles
Avatar
mbmbmbmbmb
Wow. This is very well thought out. I need time to think about it. My brain hurts now.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
United States
Millersville
Maryland
flag msg tools
badge
Avatar
mbmbmbmbmb
Agreed. Very well thought out. Sounds quite interesting.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Kevin Heinz
United States
Plymouth
Minnesota
flag msg tools
badge
Avatar
mbmbmbmbmb
This sounds very cool.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Marshall P.
United States
Wichita
Kansas
flag msg tools
"Nothing in Biology Makes Sense Except in the Light of Evolution" - Theodosius Dobzhansky
badge
There is grandeur in this view of life, whilst this planet has gone cycling on according to the fixed law of gravity, from so simple a beginning endless forms most beautiful and most wonderful have been, and are being, evolved.
Avatar
mbmbmbmbmb
I have been thinking along the same line as you. That individual villagers need motivation other than acting for the collective good of the village. That is why I introduced the concept of the Cathedral in Haunted Village 1.1, it didn't work out quite as well as I hoped but it's hard to tell if that's because it's a flawed concept or just wasn't balanced properly. Anyway, I've also thought of assigning specific victory condition unique to each villager which is pretty much what you have done. So I think you're on to a good idea here although it may be too complicated. Haunted Village was too complicated at first too, I think you should simplify if you can.

One question. What good is the gold after the initial auction? Why wouldn't everyone bid all 10 gold pieces?
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Yangfan W.
United States
Redwood City
California
flag msg tools
badge
Avatar
mbmbmbmb
I got Casino Royale on the brain right now. How about, each villager has his own victory condition: to survive the entire game. This might be a bit unfair, though, since you can't stop the wolves from killing you no matter what you do. What if we throw in the rule that only those working on MDP's Cathedral at night can be attacked by the wolves? The villagers would have to choose between self-preservation and working toward a group victory.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Sean McCarthy
United States
Seattle
Washington
flag msg tools
designer
badge
Avatar
mbmbmbmbmb
Very nice ideas.

I think you should add the option of going altruistic. Perhaps if the villagers win, they vote to erect a statue to one player, and that player gets a very major victory?

If you mod a game, I'm very interested.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
John Valvard
msg tools
Spread the conFUDsion wherever you can...
badge
Avatar
mbmbmbmbmb
mdp4828 wrote:

One question. What good is the gold after the initial auction? Why wouldn't everyone bid all 10 gold pieces?


There wouldn't be any huge point in keeping any back. Allocating 10 gold was more so that players could split their allocation (say bid 3 for the hood, 2 for the amulet of seeing and 5 for the alembic) in an attempt to bag more than one. And since the chain would go to (one of) the player(s) who had the most money remaining if not bid for, that is one use of unspent gold. Also, I have ruled that the thief CANNOT RESIST taking any gold that his target may have... so a gold in hand would be a way of being able to detect whether you have been thieved in the night (even if you had no items to lose).

I'm thinking of trimming this down quite a bit, I just wanted to post the whole mishmash at once, to see if people liked/disliked any aspects specifically. I do rather fancy the blind auction start as a way of distributing items.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.