Recommend
 
 Thumb up
 Hide
7 Posts

Werewolf» Forums » Variants

Subject: Werewolf Family Idea - thoughts appreciated! rss

Your Tags: Add tags
Popular Tags: [View All]
Michael
United States
Lincoln
NE: NEBRASKA
flag msg tools
badge
Avatar
mbmbmbmbmb
So I have been toying with an idea of a sort of Werewolf Family game where instead of controlling just one member of the village, the player would control a whole family. Each of the families would share a role, but each family member would get a separate vote. For instance, if you had 3 family members remaining, you would get to vote three times. You can vote all for the same target, or spread out the votes. Let's say one of your family was lynched or night killed. Then you would be down to 2 family members. You're not out completely, but your comparative strength to other players has lessened because you get less votes.

This creates an issue with role reveal. If your role gets revealed after the first family member is killed, than it pretty much ruins the purpose of the other family members. To solve this, I would implement a deception possibility. Meaning that, when a family member dies, there is a chance the family's true role is revealed, but there is also a chance that a random role is revealed instead. I would want the chance of deception to be higher when family is larger. For instance, if there are 3 family members, when one dies, there is a one third chance the true role is revealed, and a 2/3 chance a random role is revealed. When the second member dies, there is a 1/2 chance a random role is revealed, and a 1/2 chance a true role is revealed. The last family member would be a true reveal regardless. The actual chances can be adjusted - probably to favor a true reveal more.

Roles like the "seer" would be overpowered because they'd get more chances because the game would have longer turns. Brutal roles would only take effect upon the death of their last family member. The martyr family would work similar-except they could martyr multiple times! Other powers might be;
-The power to always choose what role is revealed when one of your family members dies.
-An evil power which could select a player at night. One of that player's family members would be crazed the next day, and vote randomly.
-More along those lines.

I feel that the benefits to a game like this would be that players wouldn't be instantly eliminated. This might take out some of the tension in the initial game but could promote a deeper late game. It may turn off some people who are looking for a quicker game.

I would like to get feedback on this idea if possible. All thoughts are appreciated. Is it worth a shot? Would YOU try something like this?
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Sight Reader
United States
Colorado
flag msg tools
mbmbmb
mylittlepwny wrote:
instead of controlling just one member of the village, the player would control a whole family.

Perhaps it would be conceptually easier to just give everyone several hit points? That way you don't have to track which "Family Members" are alive or dead.

Your powers and purpose may vary with how much health you have left. Cursed or Hunter, for instance, might switch teams or gain more powers depending on their point level, while Tanner may be trying to acheive a specific point level at a specific time.

Lynchings, poisons and bites might vary in the number of hit points inflicted. Vampires, for instance, might suck you down one point per day. Attacks may have unexpected results depending on the victim's strength. The Spellcaster, for instance, might be able to silence all players at hit point level x. Several people may get lynched every night: there may not be any further need for consensus.

It may even be possible to keep your hit points secret and have a meta game over figuring that out. That way you'd wake up in the morning and see a bunch of hit points on the table and not know which players bled them. The lives of some players may even depend on the total hit points in the village rather than their own count.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Greg Wilson
United Kingdom
Bristol
flag msg tools
badge
Avatar
mbmbmbmbmb
mylittlepwny wrote:
This creates an issue with role reveal. If your role gets revealed after the first family member is killed, than it pretty much ruins the purpose of the other family members. To solve this, I would implement a deception possibility. Meaning that, when a family member dies, there is a chance the family's true role is revealed, but there is also a chance that a random role is revealed instead. I would want the chance of deception to be higher when family is larger. For instance, if there are 3 family members, when one dies, there is a one third chance the true role is revealed, and a 2/3 chance a random role is revealed. When the second member dies, there is a 1/2 chance a random role is revealed, and a 1/2 chance a true role is revealed. The last family member would be a true reveal regardless. The actual chances can be adjusted - probably to favor a true reveal more.


Give everyone three role cards, two copies of their real role and one random. When a family member dies, one card is revealed at random.
2 
 Thumb up
0.01
 tip
 Hide
  • [+] Dice rolls
Sight Reader
United States
Colorado
flag msg tools
mbmbmb
BlackSheep wrote:
Give everyone three role cards, two copies of their real role and one random. When a family member dies, one card is revealed at random.

Does that mean it's possible for none of the Werewolf roles to be in play because they're all face down as randoms?
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Greg Wilson
United Kingdom
Bristol
flag msg tools
badge
Avatar
mbmbmbmbmb
No, you'd have to find some way to set up the cards so that the real roles make a balanced game.

Possible with a mod, although quite a hassle. Make the real deck, deal the cards out face-up while people have their eyes closed, add a second copy and a fake card to each pile, and then flip them all face-down.

I think card sleeves are the answer. Work out your role deck, put two copies in each sleeve, add a random third card from a separate deck to each, and deal out the sleeved 'packages'.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Sight Reader
United States
Colorado
flag msg tools
mbmbmb
BlackSheep wrote:
No, you'd have to find some way to set up the cards so that the real roles make a balanced game.

Hmm. That does sound like it could be awkward if not carefully worked out. I'm still in favor of everyone getting one role that transforms itsef every time you get "hit"; that way, you can make sure that none of the role transformation will destroy the balance of the game.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Michael
United States
Lincoln
NE: NEBRASKA
flag msg tools
badge
Avatar
mbmbmbmbmb
Well, you would want people to be the same roles throughout the game of course. Only what is revealed to be random on occasion. So youCa assign roles first, and get Cassandra to randomly determine to show a family's true role on death or a false role. If you did do the "cards" with three family members. Then two consecutive cards of the same type are as good as proof of the last family member's identity. If you do it with just lessening probability, there is no guarantee that two consecutive same role reveals means it is what the family is. It would just be VERY likely.
 
 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.