TWG #4 Sign up and rules!
Well, the roles I thought of got trashed. So, I'll be sticking with DD's version with some tweaks.
Day is 48 hours long, no night phase.
16 roles out of 26 people. Good more than 50% chance of getting a role.
The wolves vote to kill one human a night, and know each other from the start of the game, same as the previous two games.
Wolf of Foresight
A little minor ability given randomly to one of the wolves. This wolf has the ability to ping me and get the identity of a certain roled townie. (The wolf cannot request for what role, so it'll be random between the insane seer, and the two masons.) The night he pings, however, the wolves cannot kill anyone that night. It takes 4 nights for this to process, and it will be nulled if the wolf dies within these 4 nights.
Wolf of Hypnotism
Another minor ability given randomly to one of the wolves. This wolf has the ability to change the vote of one person before the end of the day.The wolf can not use this effect when there are less than 11 players (townies or wolf) alive. The wolves cannot kill that following night.
One of you is normal, one is insane, each has one scry per night phase. You cannot scry/ping yourself to find out which you are, and the insane seer cannot tell what role a person has, beyond wolf/townie
You start out with a small, but prebuilt alliance, because you know each other
It takes 3 wolf votes to kill you. The Berserker wolf vote can kill you in one. And your fellow townies can lynch you. The Werewolf Hunter cannot kill you, but he can once he changes to the Berserker (if he does).
After every night phase, you get the names/roles of those who died.
Each night, you can choose to protect someone, including yourself, from a normal wolf kill
Every night, you have a choice to make. You can kill someone during the night, or not. After the second time you kill someone, you have a 33 percent chance of becoming a Berserker Wolf. If you kill 3 nights in a row, the chance is 66 percent. (mutual kills are possible for this role)
Each night, you choose one victim. Wolf, townie, roled townie (even the guardian or regenerating), doesn't matter, they all fall before you. However, you only win if you are the last one standing. (mutual kills are possible for this role)
Before the beginning of each day (including the first day) the cursed townie has a 25% of becoming a wolf. Normal seer pings come up as "cursed townie." The cursed townie will not know he/she is cursed until he/she transforms.
The Necromancer has the ability to revive on person in the graveyard during the game.
You must hunt down the evil in your midst, and vote lynch it out!
If you guys truly hate the cursed townie, then I'll remove him along with 2 signup slots. But, I originally created him to keep the normal townies active. Also, if there's a role that I trashed that ya'll want back, then just request it. We can always tweak those new roles so they're 100% fair.
TWG #4 can end in 3 ways!
1. When either the normal wolves make up at least 50% of the remaining players (Normal Wolf victory)
2. When only one Berserker Wolf is left (Berserker Wolf victory)
3. When the normal and Beserker Wolf/Wolves are all dead. (Townie victory)
NO SHOWING ANY PM'S I SEND, OR SCREENSHOTS OF THEM, OR QUOTING THEM
If you do this, I will instantly kill you from the game. This is your only warning. (it really skews the game against the wolves)
THE DEAD TELL NO TALES
If you are killed in the game, you must not talk about it. You may not reveal your role, say who betrayed you, or reaveal any suspicions you may have had. Failure to comply with this rule will result in a ban from the forum related to the severity of the offense.
I think this covers the basic rules. (Found a loophole/special case? PM me, post it here, or ask me on IRC so I can fix/address the issue)
Last edited by IdiotHunter; 07-22-2006 at 03:58 PM.
arrrgggh got trashed? whyyy? it is gooood! seriously I wouldn't mind trying it, arrgh well keep the cursed townie, necromancer, and the wolf of hypnotism, at least, and I wanna play. Flash
Last edited by flash; 07-13-2006 at 04:18 PM.
If I get enough "yeses" then I'll put them back in. Personally, I liked both the necromancer and the hypnotism/foresight. But I need more "yeses" than "no's" to put them back in.
I think it is fair enough to have the necromancer since the BP Townie ability is limited.
Also will the BP townie know if the wolves have tried to kill him/her?
Last edited by flash; 07-13-2006 at 04:47 PM.
Hmmm, yes, he/she will. Since I'm giving the "3 lives" to him, I shall keep it with: "The wolves tried to kill Jakko last night, but failed." Also, if I add the necromancer, I'll have to make it 32 slots. To keep the whole "50%" chance.
Last edited by IdiotHunter; 07-13-2006 at 05:09 PM.
okay, but I think it is good to not let everybody know, who the wolf tried to kill, let's just say "The wolves didn't kill anyone that night", since the berserker might target jakko if he is the guardian or the BP. just pm the BP.
Originally Posted by IdiotHunter
Hmmmm, okay. That'll seem good. That way Jakko won't have nearly a 100% chance of dieing the next round.