This is an idea made by a friend of mine:
Disco's game:
16 players (?)
WOLF TEAM
2 WOLVES
1 BRUTAL WOLF (ARCH-TRAITOR)
- The night after he is lynched, he may PM the name of one living player to the host. That player will be killed during the night IN ADDITION to the regular wolf kill. The BODYGUARD *cannot* block this kill. The BRUTAL WOLF can *only* choose a player that voted to lynch him the day he was killed.
HUMAN TEAM
1 SEER
1 BODYGUARD (LIEUTENANT OF THE GUARD)
- Sends in a PM that stops all night actions on that player. (wolf kills, seers, thieves etc.) Exception is the BRUTAL WOLF kill. The BODYGUARD will be told if he stopped a night action, but will not be told what action was attempted or who attempted it. The BODYGUARD *CANNOT* GUARD the same person two nights in a row. If he protects So-and-So N1, he cannot protect So-and-So again until N3.
9 ORDINARY GUARDS
NEUTRAL TEAM
2 THIEVES
- Do NOT know each other's identity.
- Can choose ONE of the following actions during any given day/night cycle.
STEAL: Targets a living player. Will steal one ITEM from that player, if they have one. (If they have multiple ITEMs, the item will be random.) Usable only at night.
ROB THE DEAD: Targets any dead player. Will steal one ITEM from that player. Usable only at night.
ROB THE LYNCHED: Targets the player to be lynched the next day. Will steal ALL ITEMS from that player. Must be used at night; will take place the following day.
*NOTE - if both thieves attempt the same action against the same target, both actions will fail.*
- FLEE TOWN: the thief using this action flees town and is out of the game. Thieves using this ability are treated as "dead" for all attempts and purposes. They will be announced as "dead" at the start of the next day. *NOTE - in order to win, a thief *must* FLEE TOWN before the game ends.
- Will start the game knowing a little more about ITEMs than the rest of the players.
- Will start the game with one LUCKY CHARM.
An individual thief wins if he accomplishes BOTH of the following:
a) Successfully flees town before being killed AND before the game ends;
b) Has more ITEMs (not counting LUCKY CHARMS) than the other thief. If tied: the tiebreaker will be total votes cast against them over the course of the game (the fewer the better).
*NOTE - if only one thief flees town and the other is killed or fails to flee by game's end, the fleeing thief will win by default. If neither thief flees town, both lose.
First rule: Participation is mandatory.
People who sign up and do not participate will be given exactly one warning. If they do it again, they are gone. Period. No replacements, no nothin'. The rest of the guards will find their headless body swimming in the moat.
Players who are no longer able to meet the game's commitment can contact me for a replacement; if I can come up with someone willing to take your spot, I will be happy to do so. But the burden is on the player to actively request a replacement.
Second rule: Communication.
Night talking will be allowed.
Third rule: Voting.
Instalynch is OFF for this game. Days will end at the set deadline, even if a player reaches a majority prior to that deadline. Only the final voting tally will count.
Fourth rule: Items!
At the start of the game, some players will be told they have items. They will be given a flavor-text description of any item they start with, and at least a rough idea of what it does. Some items must be used to be effective, others are effective merely by having them. If an item must be used, using the item can be accomplished by PMing me and saying so. Item distribution will be semi-random; it will not be purely random as role assignment is, but some random elements will be present.
Players may PASS items at night. To do so, PM me and say "I pass the Grand Sceptre of Frobozz to (so-and-so)." A passed item may not be used that night. (And no, there is no Grand Sceptre of Frobozz. Or is there?) Players with a night action may still use their night action in addition to passing items.
Disadvantage of passing an item: if the wolves successfully kill the person receiving the item, they will steal the item passed!
Benefit of passing an item: the thieves cannot steal an item being passed UNLESS it is being passed from a wolf to another wolf. (If this happens, the thieves will steal the item if they steal from the recipient, not the passer. This prevents the wolves from thief-proofing their items, since they obviously don't have to worry about being eaten.)
Here's a sample item. This item IS in the game, in multiple quantities. (Both thieves start with one. Others may be present ...?)
LUCKY CHARM (?).
Possessing this item will allow you to successfully avoid being killed once. Once used the LUCKY CHARM, becomes ineffective but is still passed as normal.
NOTE - if a bodyguard is protecting you, and you hold a lucky charm, the charm's power will still fade if you are attacked, even though the attack would have failed anyway!
Alternatively.
I would still like to see an anonymous TWG played. The exact setup hasn't been determined, but I think it would inclue:
1 seer
1 identity seer
possibly one wolf identity seer.
The identity seers would check one/two people a night.
If anyone thinks this is at all a good idea, PM/AIM me. I want to balance this thing but haven't put much thought into it/don't have much input.
Disco's game:
16 players (?)
WOLF TEAM
2 WOLVES
1 BRUTAL WOLF (ARCH-TRAITOR)
- The night after he is lynched, he may PM the name of one living player to the host. That player will be killed during the night IN ADDITION to the regular wolf kill. The BODYGUARD *cannot* block this kill. The BRUTAL WOLF can *only* choose a player that voted to lynch him the day he was killed.
HUMAN TEAM
1 SEER
1 BODYGUARD (LIEUTENANT OF THE GUARD)
- Sends in a PM that stops all night actions on that player. (wolf kills, seers, thieves etc.) Exception is the BRUTAL WOLF kill. The BODYGUARD will be told if he stopped a night action, but will not be told what action was attempted or who attempted it. The BODYGUARD *CANNOT* GUARD the same person two nights in a row. If he protects So-and-So N1, he cannot protect So-and-So again until N3.
9 ORDINARY GUARDS
NEUTRAL TEAM
2 THIEVES
- Do NOT know each other's identity.
- Can choose ONE of the following actions during any given day/night cycle.
STEAL: Targets a living player. Will steal one ITEM from that player, if they have one. (If they have multiple ITEMs, the item will be random.) Usable only at night.
ROB THE DEAD: Targets any dead player. Will steal one ITEM from that player. Usable only at night.
ROB THE LYNCHED: Targets the player to be lynched the next day. Will steal ALL ITEMS from that player. Must be used at night; will take place the following day.
*NOTE - if both thieves attempt the same action against the same target, both actions will fail.*
- FLEE TOWN: the thief using this action flees town and is out of the game. Thieves using this ability are treated as "dead" for all attempts and purposes. They will be announced as "dead" at the start of the next day. *NOTE - in order to win, a thief *must* FLEE TOWN before the game ends.
- Will start the game knowing a little more about ITEMs than the rest of the players.
- Will start the game with one LUCKY CHARM.
An individual thief wins if he accomplishes BOTH of the following:
a) Successfully flees town before being killed AND before the game ends;
b) Has more ITEMs (not counting LUCKY CHARMS) than the other thief. If tied: the tiebreaker will be total votes cast against them over the course of the game (the fewer the better).
*NOTE - if only one thief flees town and the other is killed or fails to flee by game's end, the fleeing thief will win by default. If neither thief flees town, both lose.
First rule: Participation is mandatory.
People who sign up and do not participate will be given exactly one warning. If they do it again, they are gone. Period. No replacements, no nothin'. The rest of the guards will find their headless body swimming in the moat.
Players who are no longer able to meet the game's commitment can contact me for a replacement; if I can come up with someone willing to take your spot, I will be happy to do so. But the burden is on the player to actively request a replacement.
Second rule: Communication.
Night talking will be allowed.
Third rule: Voting.
Instalynch is OFF for this game. Days will end at the set deadline, even if a player reaches a majority prior to that deadline. Only the final voting tally will count.
Fourth rule: Items!
At the start of the game, some players will be told they have items. They will be given a flavor-text description of any item they start with, and at least a rough idea of what it does. Some items must be used to be effective, others are effective merely by having them. If an item must be used, using the item can be accomplished by PMing me and saying so. Item distribution will be semi-random; it will not be purely random as role assignment is, but some random elements will be present.
Players may PASS items at night. To do so, PM me and say "I pass the Grand Sceptre of Frobozz to (so-and-so)." A passed item may not be used that night. (And no, there is no Grand Sceptre of Frobozz. Or is there?) Players with a night action may still use their night action in addition to passing items.
Disadvantage of passing an item: if the wolves successfully kill the person receiving the item, they will steal the item passed!
Benefit of passing an item: the thieves cannot steal an item being passed UNLESS it is being passed from a wolf to another wolf. (If this happens, the thieves will steal the item if they steal from the recipient, not the passer. This prevents the wolves from thief-proofing their items, since they obviously don't have to worry about being eaten.)
Here's a sample item. This item IS in the game, in multiple quantities. (Both thieves start with one. Others may be present ...?)
LUCKY CHARM (?).
Possessing this item will allow you to successfully avoid being killed once. Once used the LUCKY CHARM, becomes ineffective but is still passed as normal.
NOTE - if a bodyguard is protecting you, and you hold a lucky charm, the charm's power will still fade if you are attacked, even though the attack would have failed anyway!
Alternatively.
I would still like to see an anonymous TWG played. The exact setup hasn't been determined, but I think it would inclue:
1 seer
1 identity seer
possibly one wolf identity seer.
The identity seers would check one/two people a night.
If anyone thinks this is at all a good idea, PM/AIM me. I want to balance this thing but haven't put much thought into it/don't have much input.





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