This is an idea for a special TWG. The rules are normal, except for the following adjustments:
16 players: 3 wolves, seer, channeler.
Everyone is stranded on a desert island. Somewhere on the island is a Hidden Immunity Statue. The desert is divided up into 100 plots of land.
Every night, everyone gets to dig one of the plots of land looking for the hidden immunity statue. The plots are numbered 1-100, and the statue is placed (randomly) at one of those spots. You dig at a plot by PMing the host with the plot number you want to dig at.
If the person digs in the correct spot, they find the hidden immunity statue and it's considered to be "in their possession" for the rest of the game.
Every morning the host reveals 15 numbers at random where the statue is NOT. This number eventually goes down (so the number revealed goes down.) This helps narrow down the field of search.
It works like this:
Morning 1: 15 numbers revealed
Morning 2: 15 numbers revealed
Morning 3: 10 numbers revealed
Morning 4: 10 numbers revealed
Morning 5: 5 numbers revealed
Morning 6: 5 numbers revealed
Morning 7: 5 numbers revealed
This eventually evens out that there's a 75% chance the statue will be found sometime during the game, if it plays out to the end.
If more than one person digs where the statue is, one of them randomly gets the statue and the others learn that the statue was found, but not who found it.
Wolves and humans can both search for the statue, and they can both use it. This is certain to cause paranoia.
Here's how the statue works: If the person who has the statue is lynched, the statue is automatically played. The person who had the statue is not only saved from the lynch, but they get to lynch a person of their choice - anyone.
The statue can be given to anyone at any time during the day or night. Therefore the person who has the statue has to send a PM at night deciding if they want to keep it or give it up. If they give it up during the daytime, the change is effective as soon as I get the PM. This includes the final minutes of daytime.
You are allowed to "auto-protect" multiple people with the statue. During the daytime, the person with the statue can say "If X gets lynched, I want to hand him the statue right before he's lynched." This is a legal move. Auto-protects stay in place until they're changed by the person who set them - this includes multiple days. If you want to remove an auto-protect, PM the host.
If X gives the statue to Y to save Y from the lynch, then Y gets to pick who gets lynched instead, not X.
The channeler protects the person who has the statue. As long as the channeler is still alive, the person who has the statue cannot be wolfed. If the channeler has the statue, he is immune to wolfing and immune to lynching. (However, if the channeler gets "lynched", he loses the statue, and even though he gets saved from the lynch, he is no longer protected by himself. So he can easily be wolfed. This prevents the channeler from proving humanity by getting the statue and daring everyone to lynch him.)
If the channeler is dead and the person who had the statue gets wolfed, the wolves get the statue by stealing it from his corpse. Ouch. This sounds like a harsh penalty, but I feel it counterbalances the power of the channeler.
RULE CLARIFICATION: Wolfing takes place before the dig. So if you dug at spot 42, and the statue was there, and you got wolfed the same night you dug there, and the channeler is alive (granting wolf protection to whoever has the statue), you die and the statue stays where it was. An unlikely scenario, but I figured it deserved clarification nonetheless.
Thoughts?
(Yes, I know this steals ideas from the most recent season of Survivor. But I think it's a cool premise.)





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