Hello again everyone! I had a super fun time running Mafia “last time”: https://knowyourmeme.com/forums/forum-games/topics/35207-revenge-of-the-mafia-reckoning?page=1#forum_post_710285 and it’s been a while since we played so I figure it’s time for another one. With Halloween fast approaching though I thought it would be fun to put a Halloween spin on the usual game and turn it into a game of Werewolf (basically the same thing as Mafia, just with different names for the various roles). I’m sure several of you have played before and are fairly familiar with the rules, but since we might have some new players and because the roles have new names I’ll go over the various roles as well as the rules. I’ll present the roles in the same format as last time with the name followed by the number of players with that role and then a description.
Werewolves (Varies): Werewolves are evil creatures. During the day they look and interact just like everyone else, but as soon as the moon rises they transform into bloodthirsty beasts, hungry for flesh. Each round during the night phase the Werewolves will discuss which player they want to be killed. The decision on who to kill must be unanimous and sent to me in a PM before the day phase begins. During the day phase the Werewolves will attempt to blend in with the rest of the players (after all, they’re human during the day). The Werewolves win when the number of remaining Werewolves is greater than or equal to the number of remaining non-Werewolf players.
The Vampire (1): Since Werewolves have a rather obvious appearance at night, they are not well suited to reconnaissance. Vampires, however, look human no matter what time it is and are therefore much better at snooping around. The Vampire is not one of the Werewolves but is assisting them. During the night phase the vampire will PM me with a player to investigate and I will tell them the role of that player. I will not tell the spy the role of their target player until the start of the day phase (eg. if they investigate the Surgeon during night 2 they won’t know that it’s the Surgeon until day 2. This is to prevent the mafia from identifying and killing a key member in a single night). The Vampire does not count towards the number of Werewolf members or non-Werewolf members (eg. if there are 5 Villagers, 5 Werewolves, and the Vampire the Werewolves win but if there are 6 Villagers, 5 Werewolves and the Vampire the game is still going).
The Hermit (1): The Hermit is not one for socializing with others and spends most days at home pondering the greater mysteries of life (or perhaps just muttering nonsense to no one in particular). At night however, the Hermit enjoys walking the quiet moonlit streets while no one is around, and often makes note of what the others are doing. The Hermit essentially acts as the Vampire for the Villagers. Each night, the Hermit will send me a PM asking me to investigate one player. I will then tell them that player’s role at the beginning of the next day phase (just like the vampire). Of course, whether or not the Hermit chooses to share that information is another question entirely.
The Surgeon (1): Although 18th century medical practices were not what they are today, the Surgeon is still the best chance for someone to survive a Werewolf attack. If the Surgeon is in the right place at the right time, they might even be able to save someone from an otherwise fatal wound. During the night phase, the Surgeon will send me a PM with the name of one player they wish to save. That player will then be safe from the Werewolves for that night only. The Surgeon may choose the same player as many times in a row as they wish, but they may not save themselves (after all, whisky can only do so much as an anesthetic).
The Freemasons (2-3): Members of an exclusive secret society, they have a vast network of informants that keep them up to date on anything happening in the town. Some say they even control the government. Every two turns (starting on Night 2), each Freemason will receive a different clue as to the identity of one of the other players (Werewolf or otherwise). The clue may be very specific or very vague depending on how the non-Werewolf players are doing. At the start of the game, there will be only 2 Freemasons, but at any point in the game they may recruit a third player into their society by sending me a PM. I will then send a PM to the player they wish to recruit containing the names of the two Freemasons. One should be wary about who you invite into your organization however, they might just be a Werewolf. (Note, if the Freemasons recruit a player with a special role, the player will keep both roles). The recruitment is permanent and may only be performed once, so the Freemason should be wise with who they recruit.
Villagers (Remaining Players): The Villagers are good honest hard working folk who have become the target of the Werewolves’ bloodlust. During the day phase the Villagers (along with everyone else) will openly discuss who to kill in this thread. The Villagers win when all the Werewolves have been killed (the Vampire may still be alive).
General Rules
1. If any player does not submit their PM to me during the night phase then their action is forfeit for that phase, including werewolves, so make sure to get those PMs in!
2. If a player does not vote during the day phase then their vote is not counted. Only players who voted will be tallied (i.e. if a player has 3 votes against them and 4 players did not vote then that player is still killed).
3. If you take no action for 3 days you will be removed from the game. For special roles you will be replaced by a random existing villager. All players must vote in the day phase to remain in the game (i.e. the PMs sent in by special roles will not keep you in the game).
4. When you are killed your role will be revealed. You will be allowed to send me a single PM containing anything you wish to say (no character limit). I will then redact certain parts of your PM before posting it in the thread if I feel it will reveal too much, so you can go all out in your PM. You may still observe the game (obviously, I can’t stop you from reading) but please refrain from posting.
5. PMs and private interaction between other players is allowed and encouraged but please keep these exchanges private (if someone PMs you telling you they’re the doctor don’t post about it in the thread). However, you may not send screen caps of private messages you have received as it is too easy to edit them with HTML.
6. When voting in this thread or sending in your PM please bold the name of the player you are targeting/voting for (place a * on both sides of a word to bold it). If you are changing your vote from one player to another please only bold the player you are currently voting for (i.e. don’t say “I’m changing my vote from player 1 to player 2”, say “I’m changing my vote from player 1 to player 2”).
7. Please do not sign up for this game unless you are willing to commit. It’s not fun for anyone when 5 players drop out right off the bat because they didn’t get the role they wanted and furthermore it’s a big disadvantage for the remaining citizens. Being a citizen can be lots of fun if you participate in discussions and actively try to figure things out.
Optional Elements
Below are a few optional elements which may be used to balance the game if you guys choose them as well as a strawpoll to vote on them.
Optional Role: The Sheep in Wolf’s Clothing: This is the Villagers’ guy on the inside. The Sheep in Wolf’s Clothing is essentially a reverse Werewolf. Instead of trying to blend in with the Villagers they are trying to blend in with the Werewolves. This player would be working for the Villager team by trying to kill all the Werewolves. Obviously this role would be quite a game changer as it means the Werewolves may end up killing themselves off. I will not add the snitch unless there are at least 5 Werewolves in which case it would become 4 Werewolves and 1 Sheep in Wolf’s Clothing. Like the Vampire, the Sheep in Wolf’s Clothing will not count towards the Werewolf count or the Villager count. The Sheep in Wolf’s Clothing has the potential to greatly hinder the Werewolves but would need to be extremely careful about their actions as the slightest misstep will arouse suspicion. Please note that I was not a fan of this role in the last game due to the fact that it made the mafia voting incredibly complicated and didn’t really yield any results in the end. If you guys want to give it a second try I won’t stop you but I don’t personally recommend it.
Optional Rule: Count Werewolf Votes: As a default, votes from Werewolf members during the day phase will not be counted towards totals for who to eliminate. I won’t post a total tally of all the votes but it would be incredibly easy for citizens to tally up the votes and see if they match the results to narrow down Werewolf members. Granted this is a legitimate strategy but I feel it makes things a little too easy with just a little effort. If voted for in the strawpoll, Werewolf member votes will be counted towards the total during the day phase.
Strawpoll
Alright, that about covers it. If you want to play then post below saying you're in (as well as a player name if you wish. Something that fits in an 18th century New England theme if possible). If you have any questions then you can either PM me or post them below and I'll be happy to clarify any confusion. Registrations will close on Friday Oct 23rd at midnight (eastern time) and roles will be sent out shortly after. Player cap will be 25 people (although I don't think we'll make it that high).