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Werewolves

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Originally started in the Games forum by Guilt and then run by Zorg (Game 1, Game 2), Pie (Game 3 and Game 4), KevMan & Pie (Game 5), Pascal & Mohith (Game 6), Pascal (Game 7), Will (Game 8), Will & KevMan (Game 9), Will, Warum, Josh (Game 10), Will (Game 11), Will & DBall13 (Game 12), Will (Game 13), Will (Game 14). This is a game that is played from time to time and run by staff or select volunteers.

General Rules

-Editing of posts are not allowed. This can potentially cause confusion among the players because you can simply change what you said and claim that it has always been that way. This is the one time that double, even triple, posting are allowed. Any time a post shows "edited by poster," that post will be disregarded by the Mod and should be disregarded by the players

-When casting a lynch vote, whether to lynch someone or you have decided not to lynch someone, make the vote visible. Use bolding, underlining, even something like putting #### before and after the vote to make it stand out. Also put it as a separate line. Don't put your vote in the middle of a paragraph or sentence.

-No personal attacks against other players regardless of how foolish you think they are being. Still Legacy rules in terms of communication and player abuse.

-The lynch status of the village is determined by the Mod of the game. They will list whether you are allowed to vote no lynch or not in their day phase post. Unless otherwise specified.

-Failure to participate in the game will cause a player to be killed by the mod of the game and removed from play. How inactivity is handled is dependent on the mod in terms of how many times you can be inactive within the game and how you can potentially rectify it.

-If you are modkilled for any reason, you cannot use your role's special ability, such as the Hunter will not be able to kill someone with him.

-Lynching is determined by a majority vote. Meaning at the end of the day phase, whoever has the most votes will be lynched by the village. If there is a tie between two people for lynch votes, then a majority vote was not reached and nobody will be lynched. This can also happen if people are voting for no lynch but a few are voting to lynch someone as well.

-Outside game communication is only allowed through messages. Extra threads to continue discussing the thread is not allowed. Everyone that has a night ability bases their decisions off of what happened during the day phase. Creating a thread to continue discussion of the game might as well remove night phases.

-Sharing of the message you got to inform you of your role or anything that has happened to you is prohibited. This includes doctoring the image to be fake or misleading. Those found out to be participating in this will most likely result in being modkilled in the game

Start of Game

A thread will be posted in the Games Room by whoever is running the game, simply post a reply to join. You will then get a private message explaining your role when the game begins and a new thread will start in the Games Room. This thread will list all the players and what roles are being used (how many of each) but will not say who has which roles.

The game will then start with votes of who to lynch, the player who gets the majority vote in the thread will be killed and their role revealed. Once this happens the thread will be locked and go to night phase during which everybody with a night time ability will use it. After which point the thread will unlock and the events of the night will be explained before voting begins again.

The game will continue in this way until win conditions are met by a group or a single player is left alive.

Alignment

Each player will have an alignment either good or evil, if your role is good your objective is to kill off all the evil players leaving only good people remaining. If your role is evil you will have a personal objective explained in the roles list below. Neutral roles typically have alternate win conditions. Sub-roles are in addition to your main role, and do not change your alignment.

Roles

VILLAGER - GOOD
A regular townsperson with no special abilities at night time, just votes in the day to try and kill all the evil players.

Win Condition: Kill off all evil players in the village.

Tips:
Remember at all times a lot of the towns people have their own objectives so treat them all with caution. Try not to follow others unless their actions are backed up by deductive reasoning or other evidence.


DEFENDER (DOCTOR) - GOOD
Every night phase they will be asked who they wish to protect, if that person is targeted for death by anything including the witches poison they will not die. They may protect themselves if they wish however they cannot protect the same person 2 nights in a row.

Win Condition: Kill off all evil players in the village.

Tips:
Defend the people who from the previous days voting appear to be the biggest threat to the werewolves / evil players as they are the most likely to be targeted during the night. Be very cautious about revealing your role as most evil players will want you dead.


NURSE - GOOD
The Nurse has no powers on their own, but if the Doctor dies, the Nurse gains the power of the Doctor to save 1 person a night if they are targeted for death. They may protect themselves if they wish however they cannot protect the same person 2 nights in a row.

Win Condition: Kill off all evil players in the village.

Tips:
Lay low until your powers are activated. Then, defend the people who from the previous days voting appear to be the biggest threat to the werewolves / evil players as they are the most likely to be targeted during the night. Be very cautious about revealing your role as most evil players will want you dead.


ELDER - GOOD
This role has no special night time abilities, however if they are attacked by werewolves, shot or poisoned they will survive the first attack only dying to a second. If they are lynched by the towns people they die instantly regardless of their lives and all other good alignment roles are reduced to villagers.

Win Condition: Kill off all evil players in the village.

Tips:
Don't reveal you're an Elder unless you're about to be lynched. Other than that follow the tips for being a villager.


FORSAKEN - GOOD (Shows as EVIL)
A regular villager however if investigated by the sheriff they will show as evil instead of good.

Win Condition: Kill off all evil players in the village.

Tips:
Admit this role if you're about to be lynched, other than that follow the tips for being a villager.


HUNTER - GOOD
This player is a regular villager until they are killed in any way. At which time they will get to choose somebody to die with them.

Win Condition: Kill off all evil players in the village.

Tips:
Don't let the village lynch you if you can help it, try to get as much information as you can before you die so your last shot isn't a shot in the dark.


JAILMAN - GOOD
This role hauls someone off to jail for the night. This prevents the person from using their night ability (if they have any) and prevents anyone from targeting them (cannot target the same person twice in a row). You also cannot target yourself with this ability

Win Condition: Kill off all evil players in the village.

Tips:
This class is like a weaker defender, but with careful play, it can be even more powerful. If Town is aware of multiple evil targets but has no spare kill actions, you can jail one of the players to delay their threat for a night.


NECROMANCER - GOOD (Shows as EVIL)
Every night phase the Necromancer will be told who is going to die from MW Werewolf (if anybody) and asked if they wish to save this person, they may only save one person during the whole game, and if they choose to save them they will die and take the chosen victim's place. If the victim of the Master WW happens to be the Necromancer then both the MWW and the Necromancer shall die.

Win Condition: Kill off all evil players in the village.

Tips:
Before sacrificing yourself be sure you are saving a Good role, don't want to give up your life to saving an Evil Role.


SHERIFF - GOOD
Every night phase this player can reveal the alignment of a chosen target and will be told if they are good or evil. This ability can be fooled by Master Werewolves and Forsaken. This role also has optional powers: Can gain the powers of the Jailman, and/or has the ability to nominate a Deputy during night phase, who will gain the powers of the Sheriff if they die. A Sheriff can only nominate one Deputy per game and they cannot undo their choice.

Win Condition: Kill off all evil players in the village.

Tips:
Target people you have the most reason to doubt, remember your readings can be wrong so be careful who you call out. Hide this role as best you can as most of the evil players will have you at the top of their hit list. See Jailman tips for help using the Jail powers. Note that the Deputy is a sub-role, meaning it does not overwrite that person's main role. If you nominate a Werewolf as Deputy, they will gain the powers of the Sherriff and begin using them against Town.


DEPUTY - SUB-ROLE
This player gains the abilities of the Sheriff upon their death EXCEPT the ability to nominate a Deputy. Once a player becomes the Deputy sub-role the cannot lose it (they may still be killed, however).

Win Condition: Win-Condition is unchanged by sub-roles.

Tips:
Please see the Sheriff role for tips on how to play as a Deputy. If you are an evil role, use your new powers to dismantle the Town and eat them alive from the inside out.


SEER - GOOD
A more powerful version of the Sheriff, every night phase this player can reveal the role of another player. Optionally, also reveals if the player has any status effects (Jailed, Poisoned, etc.) This ability is never wrong.

Win Condition: Kill off all evil players in the village.

Tips:
Target people you have the most reason to doubt, back up the sheriff if you know who he is in trying to double check anyone he finds to be evil. Again hide this role as best you can as most of the evil players will have you at the top of their hit list.


MEDIUM - GOOD
This player gains the abilities of the Seer upon their death.

Win Condition: Kill off all evil players in the village.

Tips:
Lay low until your powers are activated. Please see the tips on the Seer role for more advice on how to play as the Medium.


VIGILANTE - GOOD
The Vigilante can kill one person each night (optionally they get a fixed number of bullets, such as 3). However, if they kill a good-aligned player, they will commit suicide.

Win Condition: Kill off all evil players in the village.

Tips:
Do not shoot unless you are sure the player is evil. Can be useful if Town becomes aware of multiple threats at a time, as this gives them an option to deal with things beyond just lynching. One of the most important Town roles since it's one of the few ways Town gets additional kill actions.


WATCHMAN - GOOD
Can select one player at night and see all players that visited them that night, however the reason for the visit is not revealed. This might be obvious in cases where someone dies after being visited, or the reason for the visit might not be very clear at all.

Win Condition: Kill off all evil players in the village.

Tips:
The information you receive is limited, and you will need to do additional work to verify your suspicions. For example, if you suspect a player to be the Seer or Sheriff, ask them to scan a particular player and then watch them yourself to see if that player was actually visited that night.


WITCH - GOOD
Every night phase the witch will be told who is going to die from werewolves (if anybody) and asked if they wish to save this person, they may only save one person during the whole game. They also have a poison potion that can be used during any night phase to kill a target of their choice.

Win Condition: Kill off all evil players in the village.

Tips:
Make sure you're as positive as you can be that someone is evil before you poison them, make sure you're as positive as you can be that somebody is good before you save them. Best to save both potions for later in the game when the stakes are higher. Hide this role as best you can until both of your potions are used.


CUPID - GOOD
Acts as a regular villager however at the start of the game they picks 2 players who fall in love. These two players gain the LOVERS role on top of their old role. Cupid is not allowed to reveal who they picked to the rest of the village.

Win Condition: Kill off all evil players in the village.

Tips:
Play the game like a regular villager, just remember that you and you alone know which 2 players are acting in their own interests. Don't be too quick to kill them though as for all you know the 2 lovers could be 2 good power roles on your side to begin with.


LOVERS - NEUTRAL
Two players chosen by the cupid role, they maintain their old role but their win conditions change. When made a lover they will be told who the other lover is and the other lovers role. To win the game they must be the only 2 survivors at the end. They may NEVER vote to lynch, eat, shoot or hypnotize their lover. If the lover was originally a Piper they can still win by hynotizing the whole village apart from their lover. Any other roles remain the same only they must find ways of killing off anyone previously on their side before the game ends.

Win Condition: Win if the only 2 players left alive are them and their lover.

Tips:
This is highly dependant on what you are your lovers roles are, play along with whatever role you have and try to protect your lover as best you can.

Special Note:
If either Lover role dies, the other Lover is overcome with grief and will commit suicide.


MAYOR - SUB-ROLE
When the Mayor votes to lynch someone, their vote counts as 2 instead of 1. The Mayor can be elected by the village during the day. Votes can be cast anytime during the day, will be tallied overnight, and if there is a winner they gain the Mayor sub-role the next morning. Elections can happen daily, even if there is already a Mayor, and winning requires a majority of all possible votes (i.e. You can't just vote yourself into Mayor at the end of the day, it has to have support from the whole village.)

Win Condition: Win-Condition is unchanged by sub-roles.

Tips:
This role becomes more powerful as it gets later in the game, as with only a handful of players left they can swing votes single-handedly. Be careful electing a Mayor if it's not necessary, since if they happen to be Evil, it might become impossible to get them out of office as the game progresses.


MASONS - SUB-ROLE
Masons are selected at the start of the game exclusively from Good-aligned players, including both regular villagers, forsaken, and power roles. At the start of the game, Masons are told who the other Masons are, their roles (and their real identities if the game is anonymous).

Win Condition: Win-Condition is unchanged by sub-roles.

Tips:
This gives Town a powerful, albeit small, circle of trusted players at the start of the game. Watch out for anyone that casts suspicion on your fellow Masons, since you know them to be working in the best interest of the Town. Be careful when recruiting players into your circle, an Evil player within the Town circle can do a lot of damage.


WEREWOLF - EVIL
Every night phase all the werewolves will vote on who they wish to kill, the majority vote will be killed in the night. Werewolves are not allowed to tell the village who other werewolves are.

Win Condition: Win when the werewolves (including all special Werewolf roles and Master Werewolf, excluding the Werewolf Sympathizer) are in equal numbers or greater than the surviving non-werewolf players.

Tips:
Target the people each night who are the greatest threat to your existance, trying to avoid those that the Defender is likely to protect.


WEREWOLF ANALYST - EVIL
An evil version of the Watchman. Can select one player at night and see all players that visited them that night, however the reason for the visit is not revealed. This might be obvious in cases where someone dies after being visited, or the reason for the visit might not be very clear at all.

Win Condition: Win when the werewolves (including all special Werewolf roles and Master Werewolf, excluding the Werewolf Sympathizer) are in equal numbers or greater than the surviving non-werewolf players.

Tips:
Target people you suspect to be Good power roles. Try to make your night action as quick as possible so your information can be used to inform the Werewolves' kill action.


WEREWOLF DETECTIVE - EVIL
An evil version of the Seer. Every night phase this player can reveal the role of another player. Optionally, also reveals if the player has any status effects (Jailed, Poisoned, etc.) This ability is never wrong.

Win Condition: Win when the werewolves (including all special Werewolf roles and Master Werewolf, excluding the Werewolf Sympathizer) are in equal numbers or greater than the surviving non-werewolf players.

Tips:
Target people you suspect to be Good power roles. Try to make your night action as quick as possible so your information can be used to inform the Werewolves' kill action.


WEREWOLF DIVERTER - EVIL
A regular werewolf that chooses someone to distract at night to prevent them from using their night ability (if they have any) (cannot target the same person twice in a row)

Win Condition: Win when the werewolves (including all special Werewolf roles and Master Werewolf, excluding the Werewolf Sympathizer) are in equal numbers or greater than the surviving non-werewolf players.

Tips:
The Diverter can be used to prevent Town power roles that cannot be killed right away for one reason or another. The Diverter can also stop either the Murderer or the Master Werewolf from using their kill actions if their identities become apparent.


WEREWOLF SILENCER - EVIL
A regular werewolf but each night they get to choose one player who cannot talk the next day, that player will be informed that they are silenced and if they post in the thread during the following day phase they will die instantly. The silencer cannot target the same person 2 nights in a row. Werewolves are not allowed to tell the village who other werewolves are.

Win Condition: Win when the werewolves (including all special Werewolf roles and Master Werewolf, excluding the Werewolf Sympathizer) are in equal numbers or greater than the surviving non-werewolf players.

Tips:
Converse with your fellow werewolves about who should be silenced, try to target those who seem to have the best insight in to your fellow werewolves identities.

Special Note:
If the person who is silenced by the Werewolf Silencer communicates with the village in any way (this includes having someone talk for you via PM), the person that was silenced will be killed.


WEREWOLF SYMPATHIZER - EVIL (Shows as GOOD)
A crazed villager who revels in the death of their compatriots. They are not part of the Werewolf team, do not know who the Werewolves are, and do not vote for Werewolf kill actions. For the purpose of the Werewolf win condition they count as a non-werewolf. However, they win when the Werewolves win the game.

Win Condition: Win when the werewolves (including all special Werewolf roles and Master Werewolf, excluding the Werewolf Sympathizer) are in equal numbers or greater than the surviving non-werewolf players.

Tips:
Do your best to throw Town off track, either by protecting those you suspect to be Werewolves, or creating suspicion against those you believe to be Town, especially good-aligned power roles. When the time is right, you can even sacrifice yourself to bring the Werewolves closer to victory.


MASTER WEREWOLF - EVIL (Shows as GOOD)
Votes with the other werewolves but also gets to choose an extra person to die each night, this role only wins if they are the sole surviving player at the end of the game with no other werewolves or villagers. They also show as good if investigated by the sheriff. Werewolves are not allowed to tell the village who other werewolves are.

Win Condition: Win if they are the sole surviving player.

Tips:
Play along as if you're a werewolf until werewolf numbers start getting close to the amount of good players left, then you may need to turn on your kin to stop them winning before it is too late. The other Werewolves will not be pleased about this, and if they deduce your identity, they may try to lynch you during the day, or they may even Silence/Divert you if possible.


PIPER - EVIL
Every night this player gets to pick 2 players to hypnotize, those players will be told that they have been hypnotized and who the other player hypnotized that night was. Hypnotized players continue as they would normally, however if all the surviving players have been hypnotized and the Piper is still alive the game ends and he wins. The Piper is also able to give his/her victims 8 words they need to say in their first post of the day phase. However the victim to allowed to mix up those words, as long as they are used. Not using all words will result in death. However, if the Piper decides not to give his victims words to say, the one in charge of the game will announce the people who were hypnotized.

Win Condition: Win once everyone in the game apart from themselves (and their lover if they have one) are hypnotized.

Tips:
Play along as if you're a villager, if the people you hypnotize start saying that they were hypnotized in the day time then you can hypnotize a couple of less talkative people and then pretend that you were one of those hypnotized so they don't suspect you.


MURDERER - NEUTRAL (Shows as EVIL)
Every night they will get to choose somebody to die and will only win if they are the sole surviving player.

Win Condition: Win if they are the sole surviving player.

Tips:
Be careful who you kill, try not to draw attention to yourself. If the number of werewolves gets close to the number of villagers you'll need to start targeting werewolves if you know who they are before they take the victory.


EXECUTIONER - NEUTRAL
The Executioner is obsessed with killing a specific target via lynching. If their target dies via any other method, the Executioner is driven insane and becomes the Crazed Jester, trying to get themselves lynched instead.

Win Condition: Lynch a specific target.

Tips:
Town does not want to the Executioner to die because it reduces the ratio of Town:Werewolves and pushes them closer to losing. Achieving this victory requires a bit of patience and cunning, since if it is too obvious that a player is the Executioner, then the Town will simply focus on more pressing matters.

Special Note:
The Executioner lynching their target does not end the game, but that player will earn rewards for a victory when the game ends.


CRAZED JESTER - NEUTRAL
The Crazed Jester has been driven mad by the lunacy and barbarism displayed by both sides, and simply wishes for it all to be over with. The Crazed Jester's goal is to get the Town to lynch them.

Win Condition: Be lynched by the town.

Tips:
Town does not want the Crazed Jester to die because it reduces the ratio of Town:Werewolves and pushes them closer to losing. Achieving this victory requires a bit of patience and cunning, since if it is too obvious that a player is the Crazed Jester, then the Town will simply focus on more pressing matters.

Special Note:
Town lynching the Crazed Jester does not end the game, but that player will earn rewards for a victory when the game ends.

General Tips

If you're a good power role be careful about who you trust, reveal your role to as few people as possible if anybody at all. As soon as the evil players catch wind of your identity you will die in the night phase. If you're an evil player lie and bluff your way through as many accusations as you can doing whatever it takes, claim to be forsaken, claim to be the sheriff or seer to call the identity of your accuser in to question, in short try to play the game as a good player while seaking your own agenda as secretly as possible.

Most games will not involve alot of the roles, be aware at all times which roles were in the game to begin with and which remain. Anybody could be lying to, unless you're a Seer you don't know ANYTHING for certain.

Win Conditions

The game will instantly end if any of the following conditions are met.

  • All the players are hypnotized apart from the Piper (and his lover if he has one). Resulting in the Piper and any lover he has winning the game.
  • All the players are dead apart from a sole survivor, that survivor wins by default.
  • All the players are dead apart from a sole survivor and his lover.
  • All evil alignment players are dead, in which case all good alignment players take the victory.
  • The werewolves (werewolves, master werewolf and silencer) are in equal number to the other players in the game. So if there are 5 werewolves, 3 villagers, a murderer and a piper. The game ends and the werewolves win. The silencer shares the werewolves victory, the master werewolf does not.

Past Games

Below is a list of summaries for each previous WW game.

Current Game