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Subject: WereDecking - Game Over - Team Evil wins! rss

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Ron
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A not-even-close-to-standard, medium-complexity game of Werewolf! The wackiness is highlighted after the basic rules.

Roles and cards are NO LONGER subject to change.
Cards that are in white font are not valid in this game (but I don't want to delete them, so I'll have them ready for next time).


Roles:

TEAM EVIL:

Werewolf x 3: Standard Werewolves. At least one Werewolf must have a role card in hand for the Night Kill to be performed. If there is a werewolf alive with a role card, the last night kill order will go through - even if the last person to place a night kill order has died since the order was given. (Example: Player A and B are werewolves. Player A selects a Night Kill target during the day, but is lynched. If Player B is still alive and has not put in a more recent Night Kill order, Player A's Night Kill order will be carried out.)
Werewolf Cub x 1: Werewolf cub is unknown by Werewolves. Knows the identity of the Werewolves. Will promote to full Werewolf (and role cards will be changed out) upon the death of any other Werewolf or if NK'd. If Werewolf Cub holds a Knight card and is the target of an NK, he is promoted and he does not lose the Knight card.
Cultist x 1: Starts the game aware of the 3 (three) Werewolves. Is not known by the Werewolves.
Traitor x 1: Starts the game unaware of the identity of any other Team Evil. Starts the game with two normal role cards and one thriving role card (giving him a starting money of 4 instead of 3).

Mimic x 1: Has an inherent View ability. Each night (to include N0), may View one other player. Is informed as to the role of that player (no other information is given). For the remainder of the game, the Mimic has the ability to purchase any Role card associated with any player that he has viewed. When the Mimic dies, he will be revealed as any one role out of the cards he currently has in his hand. Does not know the Werewolves and is not known by the Werewolves.

TEAM GOOD:

Librarian: Librarian starts with the normal n0 hand. At every dawn for the remainder of the game, they receive 5 cards instead of 4.
Supplier: At dawn, the Supplier is informed as to the total purchases made throughout the night. No player information will be given; just that "X of Y cards were bought during the night".
Lover x 2: Starts the game with a chat to each other. Knight card does not prevent death if caused by the other Lover dying. It will block other deaths, as per the below rules.
Parity Hunter x 1: Will provide a win for Team Good if the game gets to 2 players and Parity Hunter is one of them.
Tough Martyr x 1: Standard Protect ability is allowed if they have a role card in hand. Is tough to first death (regardless of type). Martyr ability will only protect against NK and not any other variant-death. The Martyr may not protect the same person two nights in a row.
Villager x ?: Vanilla role. One random Villager will start Wealthy (two standard role cards and one thriving role card), but reveals as "Villager". All other Villagers are standard - No special abilities, no starting benefits. One random Villager will be a Tinker, and will always give a positive result to a Team Good-use Apprentice card. The Wealthy Villager will NOT be the Tinker. The Witch Card will block a positive hit on the Tinker.

CARD SPECIFICS:
All cards have a cost; that cost is shown in parenthesis after the card name.

ROLE Cards:
Standard {Role} (0): As per your assigned role
Thriving {Role} (2): As a standard role card, but also provides one coin.
Wealthy {Role} (4): As a standard role card, but also provides two coins.
Rich {Role} (7): As a standard role card, but also provides three coins.

Lord {Role} (3): As a standard role card, but provides two votes instead of one (does not provide coins).
Baron {Role} (6): As a standard role card, but provides three votes instead of one (does not provide coins).

Influential {Role} (5): As a standard role card, but provides two votes instead of one and provides one coin.

COIN Cards:
Copper (0): Provides one coin
Silver (3): Provides two coins
Gold (5): Provides three coins
Platinum (9): Provides four coins

ABILITY Cards:
R denotes a Reaction card
A denotes an Action card
D denotes an Action card that is only used during the Day cycle

R: Woodcutter (3): If you are holding a Woodcutter card when you die, you may immediately kill one target. Woodcutter brutals are NOT mandatory.
R: Knight (5): If you are holding a Knight card when you would normally die, you survive. The card is removed from your deck when used. If you have a Knight card in your hand and are "killed", you MUST use the Knight card. You cannot voluntarily agree to be killed.
R: Witch (3): If you are holding a Witch card when you are viewed (by Apprentice / Awareness / Mimic), the viewer gets a negative result. The card is removed from your deck when used. If you have a Witch card in your hand and are viewed, you MUST use the Witch card. You cannot voluntarily agree to be viewed. A Witch card will cancel a single view. If more views are performed than are blocked, then the ones blocked will be chosen by the Cassy RNG.

A: Vigilante (5): If you are holding a Vigilante card you may kill at night. This may give the wolves an extra kill in one night. The card is removed from your deck when used.
A: Apprentice (4): If you are holding an Apprentice card you may view at night (seer view if good, aura seer view if evil - specifics are given later in this post). The card is removed from your deck when used.
A: Curfew (8): Remove this card from your deck in order to limit all players on the following turn to draw one less card at dawn. Multiple Curfews WILL stack.
A: Festival (8): Remove this card from your deck in order to give all players on the following turn one additional card at dawn. Multiple Festivals WILL stack.
A: Infect (4): This card may only be purchased by Wolves who have a Role card in hand. This card does not go into the Wolf's hand, but into the deck of the target player of their choice. If you have an Infect card in your hand, it counts as -1 Vote strength. No one's Voting Strength may ever go below 0 due to this card.
A: Awareness (4): If you are holding an Awareness card, you may view at night. You will be informed as to all types of cards that the targeted player had in his hand immediately prior to Dawn (Role cards are simply revealed as "Wealthy {Role}", not "Wealthy Werewolf"). The card is removed from your deck when used.
A: Chat (5): If you are holding a Chat card in your hand, you may remove it from the deck in order to have an anonymous Mason Chat opened with any one other player. No refunds if the player you select is killed at Dawn, sorry. The card is removed from your deck when used.

D: Buff (3): Discard this card from your hand to draw an additional card. Remove this card from your deck in order to draw up to four additional cards.
D: Boost (5): Discard this card from your hand to draw two additional cards. This effect will be done automatically by the Moderator unless the player specifically request it not be done (in order to Cull / Renovate / Donate / whatever) prior to confirming the updated deck / dawn.
D: Cull (3): Discard this card from your hand to remove a card in your hand from the game. Remove this card from your deck in order to remove up to four cards in your hand from the game. If you choose to Cull a card from the game, you cannot take advantage of the card(s) prior to removing it.
D: Donation (3): If you are holding a Donation card, you may remove it from your deck in order to give any one other card in your hand to another player. Notice that Role cards are "Standard / Wealthy / etc." You cannot transfer your role abilities to another player with this card. The receiving player will get the card after their next hand has been shuffled out and it will be added to their deck. That player will not be informed to the identity of the player who gave them the card. Donation is removed from your deck when used. The other card is removed from your deck entirely when added to the other deck.
D: Renovate (4): If you are holding a Renovate card, you may discard it in order to remove one card in your hand from your deck. You may receive any one card that costs up two more than the price of the removed card in exchange. That new card is added to your deck, not to your hand.
D: Advance (6): If you are holding an Advance card, you may discard it in order to remove one card in your hand from your deck. You may receive any one card that costs up two more than the price of the removed card in exchange. That new card is added to your HAND.

TIMING SPECIFICS:

At Game Start, all players will be given their six starting cards (normally: 3 Standard Role cards, 3 Copper cards).
Players will have 24 hours to inform the Mod what card(s) they want to buy.
At dawn, D1, the Moderator will shuffle all decks and give each player four cards at random (all RNG'ing uses random.org).

From that point forward, this is how the game timing occurs:
1. Dawn
2. Any NKs / VKs / WKs are announced
3. View information is given (Apprentice, Awareness, Mimic View, Supplier)
4. Mason Chats are turned on / off, as applicable (Chat)
5. Buff / Boost is used *
6. Cull is used *
7. Players use Donation / Renovate / Advance to remove cards *
8. Players receive cards from Donation, Infect, Renovate, Advance
9. Dusk
10. Lynch / WKs are announced
11. Buy orders are given to Moderator
12. Orders are given for any Ability Cards or standard abilities
13. Moderator checks for Knight cards
14. Moderator applies Woodcutter cards
15. Moderator checks for Knight cards (repeat steps 14, 15 until complete)
16. Moderator presents updated deck
17. Player confirms updated deck
18. Moderator shuffles out the next hand (not applicable until Dawn)
Notice that Knight cards and Woodcutter cards that are drawn at this time will not save a player if he was killed during the previous night
If the Player does not confirm the deck, the moderator will automatically shuffle out the next hand as soon as possible after Dawn
19. Dawn

* Steps 5, 6, and 7 take place anytime during the Day cycle. Conditional orders may be made before dawn, but they may NOT be used within 30 minutes of dusk (3:30 PM BGG time). Note that the moderator does not have access to Cassy during the day and if you wait until after 6 AM BGG time to act, the actions might not get processed until later in the afternoon.

The only cards that are usable are the cards in each player's hand, i.e. if you have a Woodcutter card in your deck - but not in your hand - when you die, you will not get the retaliatory kill.
However, ALL of the cards in your hand serve a purpose. If you have two Woodcutter cards in your hand when you die, you may choose two brutals. Those brutals may be on the same or different players.

Points to consider:
A. You will only be able to perform your standard role abilities if you have a ROLE card in your hand at the appropriate time.
- Werewolves will not be able to Night Kill if none of the living werewolves have a ROLE card in hand
- The Werewolf Cub will not promote without a ROLE card in hand. If NK'd without a ROLE card, the Cub will be killed. (Cub will promote in all other cases as soon as they draw a ROLE card.)
- The Parity Hunter cannot win via parity without a ROLE card in hand when the parity check is performed.
- The Lovers will not be able to use their Lovers Chat if neither Lover has a ROLE card in hand (but if neither Lover has a ROLE card in hand, then if one is killed, it's only the one).
- The Mimic cannot View without a ROLE card in hand
- The Supplier will not be given his information without a ROLE card in hand
- The Librarian must have a ROLE card in his first four cards in order to draw a fifth.
B. An Apprentice Ability card will only provide a positive result on the following hits if the target has the appropriate ROLE card in his hand when the card is used.
- Team Good: Werewolf or promoted Werewolf Cub
- Team Evil: Lover, Parity Hunter, Tough Martyr, Traitor, Cultist
- Anyone viewing a Mimic will get a positive if the Mimic has an appropriate card in his hand
C. At least one living Werewolf must have a Werewolf ROLE card in his hand to perform the night kill.
- Living Werewolves will always have access to Wolf Chat and will always count for negative parity, even without a ROLE card.
D. There is no limit to the number of cards available.
E. Rules for buying:
After dusk, you gain coins equal to the buying power of your cards ("Total Coin Strength"). You may purchase anything up to that number, in one or multiple buys. The cards you are using to make that purchase are not removed from your deck - consider them equity and you are using the profit off that equity to buy more cards. Please speak up if you are not 100% clear on this rule (it's exactly like buying cards in Dominion).
You may only make as many purchases as you have Role cards in hand. You may always be allowed to buy one card per turn, regardless of hand content.

Victory Conditions:

Good - All good players win if all werewolves are eliminated, or if the last two players remaining are the hunter and one werewolf (and the hunter has a role card in hand).

Evil - All evil players win if the wolves achieve parity: if at any time the number of wolves remaining equals the number of non-wolves remaining, evil wins. However, if one wolf is left with the hunter, then good wins.

Draw - If everyone dies, then I win and all players end in a draw. This is more possible than you think.

Brutal Rules:
The Woodcutter Retaliate is simultaneous to all other actions, i.e.: Player 1 is lynched and he has one Woodcutter and targets Player 2. If Player 2 has a Woodcutter and is set on Player 1, there is no other death.
Woodcutter retaliates are not mandatory, and if there is no order in modchat, then no retaliate will be performed. Woodcutters are NEVER random (unless the order given is "perform a random retaliate").
Parity will not be checked until after all processing is complete.

Lynch Rules:
Each day players vote for one player to be lynched. The player receiving the highest voting total is killed. If there is a tie between two or more players, the tied player with the longest held last vote is killed. All Role cards provide a Voting Strength. The voting totals are generated by adding Voting Strengths together.
It will be possible to have 0 ROLE cards in hand. If this occurs, the player will still be able to vote - it just won't be worth anything.

Lynch time is 5:00 PM BGG Time. Votes cast with the lynch time time-stamp are counted. 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. (Will be posted once the game starts). If all living players vote night fall it will speed up the dusk. If there is a tie in the lynch votes, it will be broken by longest held last vote.

Night Orders:

All night orders must be submitted by Dawn. Dawn will be at 6:00 PM BGG time. Players can do this by using the Cassandra Game Order system in the Cassandra Chat System.

If all living players (including those with out night actions) click on the 'Lock Game Actions' button it will speed up Dawn.

Role Reveal:

All roles will be revealed on death (regardless of method)(Full Role Reveal). The Mimic has special Reveal rules.

Replacement / Posting Rules:

This is not a "Post For Your Life" game. However, anyone who does not communicate at least once during a Dawn - Dusk cycle will be put up for replacement. Valid communication includes:
Posting in the thread,
Talking in your Modchat in Cassandra, or
Geekmailing the moderator.
Exceptions will obviously be made for anyone that announces ahead of time that they will be away from the internet.
Players will be allowed to replace themselves (clicking on the replace icon indicates that you are near the internet - right?).
Please do not sign up if you are unwilling or unable to participate.

Death:

Any player who has hidden knowledge will be added to the Dead Chat, the Spoiler Chat, and the Game Design Chat upon death. They will not be used as replacements.
Any player who dies without hidden knowledge will be offered the choice of being added to the Replacement Pool or added to the above listed chats (which will make them ineligible to replace back in).
The moderator will NOT allow anyone to replace in if they have more knowledge than a "new to the game player" would.

Personal attacks or offensive language will merit a warning. Second offense will merit a modkill. Granted, this is subjective, so I will always get a second opinion before acting. Regardless, I'm tired of the hostility and the occasional attitude.
Police yourselves, please.


Please give BlackSheep credit for the initial design.

Important Information:
Lynch time: 5:00 PM BGG Time
Night Action Deadline: 6:00 PM BGG Time

Weekend Policy: This game will not run over the weekend.


This game has started. Friday - Saturday will be time for players to prove they're active in-game and to let me know what they want for their n0 buy. D1 Dawn will be called on Saturday. First lynch will be Monday, November 11.

Please let me know if you have any questions! I'm sure there are some out there - lemme hear 'em!
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Nathan Woll
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Re: Deckbuilding Werewolf 2 - Placeholder
linguistfromhell wrote:

This game will start on 01 August 13 (unless I get a mass outpouring of people that want to play it sooner).


I want to play sooner!
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Re: Deckbuilding Werewolf 2 - Placeholder
I'd like to play sooner as well
 
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Ron
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Re: Deckbuilding Werewolf 2 - Placeholder
Placeholder for changes from Deckbuilding 1

Added wrote:
Improved Role cards that add voting strength, instead of money
(Current suggested names: Villager, Counsel, Mayor)


Added wrote:
A card that generates a mason chat for a day
Hand Reader - card that gives a view of a player's hand
Donation - card that is trashed to give another player a card from your hand (A Role card is simply that: Wealthy (Role). It is NOT "Wealthy Hunter", so you cannot spread Good (or Evil) Specials around the table. Donation is also anonymous - the receiver will only see the new card, not where it came from.


Added wrote:
Role: Archivist - gets five card hands every day
Role: Monitor - gets the total purchases every dawn
Role: Mimic? Inherent views, can purchase role cards of any player he/she has viewed


Added wrote:
Timing rules will be clearly and well defined prior to game start.
Initial plan:
Dusk
Buy orders are given
Donations are presented
Apprentice / Hand Reader / View
Vigilante / Night Kill (check for knight)
Woodcutter (check for knight), repeat as necessary
Dawn
Deaths are announced
Results of views are given
Monitor is informed of buys
Mason Chats are generated / turned off, as applicable
Buff is used
Cull is used
Donation is used (Notice that the player does not get the card until after his buy order)

Complementary to this timing is the following timing:
Dusk
Buy order is made
Moderator presents updated deck
Player confirms deck contents (or corrects, if needed) OR Dawn
Moderator shuffles out next day's hand
Dawn (if player confirmed deck contents)
Moderator adds donated cards to deck contents


Changed wrote:
Coin cards will be renamed:
Copper
Silver
Gold
... if Rio Grande Games has a fit, I'll change it. Shrug.


Added wrote:
Will be adding a card that allows for a "remodel" style action.

Will be generating a limit on buys.

Added wrote:
All randomizing continues to be done with random.org.

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Ron
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Re: Deckbuilding Werewolf 2 - Placeholder
Alright, here's what I'm going to do:

When Deckbuilding 1 finishes, I will put this into signup. I will start the game 30 days after I hit 19 (as long as I still have 19 or more in the game). It will initially be SWF, but once I get to 19, I will change it to a "Starts on" game and proceed from there.
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Brian
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Re: Deckbuilding Werewolf 2 - Placeholder
So tempting to use Cassandra to create a game with a max of 1 player and sign myself up then pass moderator to linguist and claim innocence...

Consider this a signup post...
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Ron
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Re: Deckbuilding Werewolf 2 - Placeholder
Roger. Can add you manually after I start the game.
 
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Brian
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Re: Deckbuilding Werewolf 2 - Placeholder
I would suggest processing Buff and Cull PRIOR to Dusk.

If you are going to Cull ROLE cards from your hand you DON'T get them for voting that day, if you Buff to draw ROLE cards you DO get them for voting that day.

I would suggest NOT giving new hands until AFTER Dawn, Knights and Woodcutters in the D3 hand will function during the N3 NK and the D3 Lynch, they will NOT function during the N2 NK.

I would also like to see some Actions that are not used up, "Draw 2 Cards", "Trash a card to gain a card costing 2 more", and "Your role cards are worth 1 gold each" (this would stack, but two of them means you can only have 2 role cards and those are only worth 4 gold total) or something.
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Jage
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Re: Deckbuilding Werewolf 2 - Placeholder
I sign up as well.
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Ron
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Re: Deckbuilding Werewolf 2 - Placeholder
Melriken wrote:
I would suggest processing Buff and Cull PRIOR to Dusk.

If you are going to Cull ROLE cards from your hand you DON'T get them for voting that day, if you Buff to draw ROLE cards you DO get them for voting that day.


I can see that point of view. Definitely worth considering.

Melriken wrote:
I would suggest NOT giving new hands until AFTER Dawn, Knights and Woodcutters in the D3 hand will function during the N3 NK and the D3 Lynch, they will NOT function during the N2 NK.


New hands will not function until Dawn. You just get to see what they are earlier. I should specify.

The cards you draw at dawn, Day 19 are the only cards that are relevant until dawn, Day 20. If you live to Day 20.

Melriken wrote:
I would also like to see some Actions that are not used up, "Draw 2 Cards", "Trash a card to gain a card costing 2 more", and "Your role cards are worth 1 gold each" (this would stack, but two of them means you can only have 2 role cards and those are only worth 4 gold total) or something.


Good points, and worth considering as adds.
 
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Re: Deckbuilding Werewolf 2 - Placeholder
I really think limited stacks of certain cards would be interesting.

I also think a game where everyone starts off as a villager or neutral and buys role-type cards would be interesting. But more complicated and likely a very different type of game.

 
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Ron
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Re: Deckbuilding Werewolf 2 - Placeholder
Vox_Dargard wrote:
I really think limited stacks of certain cards would be interesting.

I also think a game where everyone starts off as a villager or neutral and buys role-type cards would be interesting. But more complicated and likely a very different type of game.


Starting with limited buys this game. We'll see if limited stacks are necessary.

And not keen on buying your role. Parity Hunter is worth 8? Mason is worth 10? Where would it end? I see the value of building your role as the game continues, but I think the ability cards do a good job of assimilating that part of the game.

We also need to consider the current costs of pre-established cards.
 
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Re: Deckbuilding Werewolf 2 - Placeholder
Vox_Dargard wrote:
I really think limited stacks of certain cards would be interesting.

I also think a game where everyone starts off as a villager or neutral and buys role-type cards would be interesting. But more complicated and likely a very different type of game.



I do think a limit on some cards would be interesting. Might make some people do "non optimal" purchases just to make sure that they get some cards before the stacks run out.
 
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Re: Deckbuilding Werewolf 2 - Placeholder
Player List According to Cassandra:
bkarrigan
ChickenSedan
dbmurph22
HcLoya
jageroxorz
jamgar
Khellendros
mastermind109
Melriken
miraria
nswoll
Phelanpt
saberwolf13
saraccog1
shushnik
thatfedoraguy
Veni Vidi Vici
ZenMonkey11

18 players are signed up.

To sign up for this game go to
http://www.thecassandraproject.org/jeremy/werewolf/game/8371...
 
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Jeremy London
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Re: Deckbuilding Werewolf 2 - In Signup!
I just signed up on Cassandra.
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Ron
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Re: Deckbuilding Werewolf 2 - In Signup!
Shushnik wrote:
If a mimic buys a werewolf role card, do they get access to night kills?


No. And they do not join Wolf Chat.

Shushnik wrote:
Are werewolves the only powered roles penalized by not possessing a role card in their hands? E.G., does the librarian still get to draw 5 if his previous hand had no role cards? Does a tough martyr have the ability to martyr if he drew no role cards that day?


The Martyr does not get to protect (or be tough) if he does not have role cards. TBH, I am thinking about changing that role to be non-repeating at the very least. Otherwise, he can be near-impossible to kill.

Hadn't made up my mind on the librarian. When is the determination made? If no role cards in hand, they don't get 5 next dawn? Or if, by the fourth card, they don't have a role card, they don't get a 5th? Needs more thought.

The Supplier does not get information without role cards. The Parity Hunter cannot win without role cards. If both Lovers are without role cards, they cannot use their chat (but if neither have role cards, they also don't die together).

Most special roles require a role card for something. Cultist, Traitor, (Wealthy) Villager don't. Librarian is still on the fence.

 
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Re: Deckbuilding Werewolf 2 - In Signup!
Shushnik wrote:
Are werewolves the only powered roles penalized by not possessing a role card in their hands? E.G., does the librarian still get to draw 5 if his previous hand had no role cards? Does a tough martyr have the ability to martyr if he drew no role cards that day?


in the other game the answer to this was no. The martyr wasn't supposed to be allowed to martyr if they didn't have a role card. the hunter didn't get the hunter win if no role cards. But is there any role that has an incentive to get role cards out of their hands other than the wolves?
 
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miraria wrote:
Shushnik wrote:
Are werewolves the only powered roles penalized by not possessing a role card in their hands? E.G., does the librarian still get to draw 5 if his previous hand had no role cards? Does a tough martyr have the ability to martyr if he drew no role cards that day?


in the other game the answer to this was no. The martyr wasn't supposed to be allowed to martyr if they didn't have a role card. the hunter didn't get the hunter win if no role cards. But is there any role that has an incentive to get role cards out of their hands other than the wolves?


Villagers.
 
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Ron
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Re: Deckbuilding Werewolf 2 - In Signup!
Please don't get too specific in your questions as long as Deckbuilding 1 is still ongoing.

Well, ask what you want, just don't use any anecdotal evidence, please. Only refer to the rules as listed above.
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Nathan Woll
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Re: Deckbuilding Werewolf 2 - In Signup!
linguistfromhell wrote:
miraria wrote:
Shushnik wrote:
Are werewolves the only powered roles penalized by not possessing a role card in their hands? E.G., does the librarian still get to draw 5 if his previous hand had no role cards? Does a tough martyr have the ability to martyr if he drew no role cards that day?


in the other game the answer to this was no. The martyr wasn't supposed to be allowed to martyr if they didn't have a role card. the hunter didn't get the hunter win if no role cards. But is there any role that has an incentive to get role cards out of their hands other than the wolves?


Villagers.


Well, losing voting privileges is pretty tough. I doubt anyone will want to cull role cards. I'm sure others may disagree with me though.
 
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Ron
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Re: Deckbuilding Werewolf 2 - In Signup!
Okay, what if I say "some Villagers"?
 
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Brian
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Re: Deckbuilding Werewolf 2 - In Signup!
linguistfromhell wrote:
A: Infect (6): If a Werewolf removes an Infect card from their deck, they may select one person that will be infected. That player will not be informed that they have been targeted. If that infected player is successfully night killed, they are instead turned into an informed Minion (knows all promoted Wolves, is known by all promoted Wolves - does not share Wolf Chat) and will become part of the evil team. Note that you have to allow 24 hours between the time when you use Infect and the time that you NK the target. Any less than that, and the infection has not had time to spread and the player is just dead. Once a Wolf infects another player, that individual wolf may not play Infect again until the targeted player is dead or successfully converted. - Is this a good card? Maybe if I give that player an Infected card that they may not cull - if they are NK'd with the Infected card in hand, then they are converted? Or WW'd?
It is fairly common for players to NOT like conversion.

It sucks to be playing for one team all game, then on D7 of a 9 day game get converted to the other team and lose the game.
 
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Nathan Woll
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Re: Deckbuilding Werewolf 2 - In Signup!
Yeah I'm not big on conversion.
What about this:
Infect (6) - If a player has an infect card, he can choose a player to receive an Infection Card. Infection Cards cannot be culled and have no use.

Maybe make it more expensive since I don't see it as a one-time use but rather a keeper.

Maybe a player has to have a role card in hand to use Infect?
 
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Ron
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Re: Deckbuilding Werewolf 2 - In Signup!
The point was to give the Wolves an attack card, but not to make it swarmable - hence the "You may only be the cause for one infected player at a time" bit.

How about:

Infect (4): This card may only be purchased by Wolves who have a Role card in hand. This card does not go into the Wolf's hand, but into the deck of the target player of their choice.
If you have an Infect card in your hand, it counts as -1 Vote strength. No one's Voting Strength may ever go below 0 due to this card.

No limits on culls, no follow-on effects. Just "pay money to 'curse' someone", to use Dominion-speak.
 
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Re: Deckbuilding Werewolf 2 - In Signup!
I just signed up on Cassandra.
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