Introduction ’Twas the gravest misfortune befell that poor crew,
And the passengers – worse was their lot:
For the ship ran aground with a terrible sound,
And the rudder, it broke on the spot.
The damage, not permanent, was yet so severe
That they knew they’d be staying some time,
So they thought they should know “Where exactly is here?
And why are we speaking in rhyme?”
The map was produced, and examined, and then
With a shout that made others demur;
The Bellman announced in ambivalent tone
That he knew where it was that they were.
“For this is Snark Island!” he loudly declaimed,
“A most worrisome place after dark:
It is home to the Bandersnatch, Jub-Jub and Jabberwock,
And also, of course, to the Snark.”
“While the first three are beasts of tremendous repute,
The Snark may be not so well known,
But is much more intelligent, cunning and shrewd,
So attend, if you want to get home.”
“What is that?” cried the Boots, pointing down to the ground,
And showed that his sight was the better;
For lying unseen right beside them they found
Something most unexpected – a letter.
“Who leaves letters on beaches?” asked some, and quite right,
For it’s rather unusual, you know;
And some, “What’s it say? Without further delay,
Let this writing be put up on show.”
“We welcome you here to Snark Island,” he read,
(That’s the Banker – he chose to take charge)
“While you wait here, indeed, or perhaps it’s instead-
The writing is not very large.”
“Give it here!” cried the Barrister, snatching the page,
And casting his trained eye around;
With a very grave look, like a fish on a hook,
He revealed to us then what he’d found:
“This letter is signed by The Snark, my dear friends,
And though mistrust does not become you,
I fear it’s a must, for the Snark closes thus:
‘We creatures are hidden among you.’ ”
Basic rules of WW may be found here.
Votes must be in red text. Vote changes must be indicated by striking through the previous vote.
Day phases will be roughly 48 hours, night phases roughly 24. Helgraf's scry interference rule is being used in this game.
The 25% rule does not apply in this game, except sort of for the Jabberwock as described below.
Passengers: These poor people just had the misfortune to be travelling on the ship when it ran aground on Snark Island.
Basic Villager role. Win by eliminating the predators of Snark Island.
Bellman: Captain of the ship, he can identify the other members of the crew.
“What I tell you three times is true.”: If the Bellman points at the same person three times on three separate days, the third time his vote counts triple and ignores day-baning.
The Bellman starts the game with the Bell, and can only lose it by dying.
Beaver: There was also a Beaver, that paced on the deck,
Or would sit making lace in the bow:
And had often (the Bellman said) saved them from wreck,
Though none of the sailors knew how.
Each night the Beaver can choose a player. That player is immune to being night killed. (Baner)
The Beaver starts the game with the Second-hand dagger-proof coat.
Baker: There was one who was famed for the number of things
He forgot when he entered the ship:
His umbrella, his watch, all his jewels and rings,
And the clothes he had bought for the trip.
He had forty-two boxes, all carefully packed,
With his name painted clearly on each:
But, since he omitted to mention the fact,
They were all left behind on the beach.
The loss of his clothes hardly mattered, because
He had seven coats on when he came,
With three pairs of boots--but the worst of it was,
He had wholly forgotten his name.
Unnamed: Only other crewmembers can accurately scry the Baker.
Forgetful: Each night, the Baker has a 10% chance of losing any item in his possession, added to the usual chance if he uses it.
"His form is ungainly--his intellect small--"
(So the Bellman would often remark)
"But his courage is perfect! And that, after all,
Is the thing that one needs with a Snark."
He would joke with hyenas, returning their stare
With an impudent wag of the head:
And he once went a walk, paw-in-paw, with a bear,
"Just to keep up its spirits," he said.
Tracker: Courageous as he is, the Baker can follow a player each night and see who they target with their night actions.
Butcher: "In one moment I've seen what has hitherto been
Enveloped in absolute mystery,
And without extra charge I will give you at large
A Lesson in Natural History."
Stalwart: Each night the Butcher may defend himself and one other player against the Jub-Jub’s ability.
Natural history: Each night the Butcher can scry a player to determine if they are the Jub-Jub. If the Butcher dies, this ability passes to a randomly chosen non-predator who was previously defended against the Jub-Jub’s ability.
Barrister: Brought to arrange their disputes, this Barrister is exceedingly good at defending his clients against accusations.
Each night the barrister can choose a player. The following day, that player cannot be lynched. (Day-baner)
Banker: The Banker has all the money in his care, and also helps organise various matters relating to goods and insurance, which confuse most people so much as to temporarily incapacitate them, so they simply wait and see what he gives them.
Each night the Banker can choose a player. That player is unable to use his or her night action that night. However there is a 40% chance he will give the voided player a blank cheque or an insurance policy. (Voider)
The Banker starts the game with one blank cheque.
Billiard-marker: The Billiard-marker has immense skill, and it is unwise to bet anything you mind losing against him. He always wins.
Each night the Billiard-marker can choose a player and take all their items.
Boots: As the Boots’ usual occupation is shoe-shining, he has an eye for small details which others might miss.
Each night the Boots can choose a player. He will be informed of all other actions targeting that player. He also has an increased chance of finding items.
Bonnet-maker: A maker of bonnets and hoods, who by using novel arrangements of bows, can confuse prying eyes.
Each night the Bonnet-maker can choose a player and cause scries directed at them to return a random result. (Disguiser)
Broker: The Broker was brought to value their goods, and can also identify them.
Each night the broker can choose a player and find out what items they have in their possession.
A randomly chosen crewmember will start the game with the Snark-hunting kit.
The crew win by eliminating the predators of Snark Island.
The Predators of Snark Island
The Boojum: " 'But oh, beamish nephew, beware of the day,
If your Snark be a Boojum! For then
You will softly and suddenly vanish away,
And never be met with again!'”
If the Boojum is lynched, one of the people who pointed at it will also die. (Beast)
The Snark: Not all snarks are boojums. This is a regular one. Since no-one really knows what a snark looks like (As the Bellman never finished his speech on the subject), it succeeds in stealthily observing the goings on.
Each night the Snark can scry a player, with completely accurate results. (Devil)
The Jabberwock: ‘Beware the Jabberwock, my son!
The jaws that bite, the claws that catch!’
This flaming-eyed beast is exceedingly strong and dangerous, and can scare off almost anything. It’s also very hard to kill.
Each night the Jabberwock chooses a player. All other night actions targeting that player will fail.
Rampage: The Jabberwock can only be guaranteeably lynched by 25% or more of the remaining players (Though the 25% rule does not otherwise apply). If the Jabberwock would be lynched by less than 25%, either the lynch fails and the next target is lynched, or the Jabberwock is lynched, but goes on a rampage, killing a random number of the people who pointed at it.
Both of the Jabberwock’s abilities are negated by the Vorpal sword.
The Jub-Jub Bird: Then a scream, shrill and high, rent the shuddering sky,
And they knew that some danger was near:
The Beaver turned pale to the tip of its tail,
And even the Butcher felt queer.
Each night the Jub-Jub can choose a player. For the next day and night phase, that player cannot act and is not allowed to post in the game thread. Can’t be used on the same person twice, but if blocked by the Butcher, it doesn’t count as having been used on that player.
Use of this ability cannot cause a player to be autolynched.
The Bandersnatch: This frumious beast has the strange effect on its victims of leaving them with inverted colours, like a photographic negative. It is suspected this may have other effects.
Each night the Bandersnatch can choose a player. The following day and night phase, their effects of their actions are the reverse of what they would normally be. The target is not told that they have been inverted.
This Bandersnatch cannot use this ability on its teammates.
The predators all know each other.
Each night, the predators may kill one player.
The predators win if their numbers are greater than or equal to those of the remaining passengers and crew.
Other Animals of Snark Island
Tove: A bit like a badger, and a bit like a lizard… and a bit like a corkscrew. This slithy creature is very curious indeed, also it nests under sundials, also it lives on cheese. Its tendency to gyre (Spin round like a gyroscope) can confuse people.
Each night the Tove can choose 2 players. The following day, all points at the first will be diverted to the second. (Vortexer)
Borogrove: A thin bird with its feathers sticking out all around, a bit like a living mop. It tends to feel rather mimsy around brillig, so anyone bothering it around then is likely to attract its ire.
The Borogrove’s points count double against whoever pointed 2/3 through the previous day, and anyone who pointed at the Borogrove around that time.
Rath: A sort of green pig. Since it’s so very far mome, it tends to outgribe rather pitifully. One can’t help feeling sorry for it.
Once every 3 days, the Rath can choose to have all points at it randomly redirected.
The other animals all know each other.
The other animals win if they survive.
Various items were brought on the voyage, some of which may be useful. Some items start in the possession of certain players, while others are randomly found. Each time an item is used, there is a chance the player will lose it. This chance increases with repeated usage. Once an item has been lost, it is then available to be randomly found by someone else.
Anyone with one or more of these items can scry a player each night. What results they can get depends on what items they have.
If someone has multiple scrying items, they can use all of them for the same scry, increasing the likelihood of a helpful result, or they can use the items for separate scries, each with more limited possible results.
Bell:The Bellman’s bell allows you to determine if your target is a member of the crew.
Starts the game in the possession of the Bellman, and he can only lose it by dying.
Snark-hunting kit: " 'You may seek it with thimbles--and seek it with care;
You may hunt it with forks and hope;
You may threaten its life with a railway-share;
You may charm it with smiles and soap--' "
Comprising a thimble, a fork, a railway share and a bar of soap, the Snark-hunting kit allows you to determine whether your target is the Snark or the Boojum.
When the kit should be lost, there is a chance the player will only lose part of it. If the kit is split up, each piece gives a 25% chance of the scry succeeding.
Starts the game in the possession of a randomly chosen crewmember.
Map: "Other maps are such shapes, with their islands and capes!
But we've got our brave Captain to thank:
(So the crew would protest) "that he's bought us the best--
A perfect and absolute blank!"
This map was originally used for navigation to Snark Island. However, since it is a perfect and absolute blank, it works as a map to anywhere you like. The map can be used to determine whether your target is one of the other animals.
Beaver’s lace: Though the Barrister tried to appeal to its pride,
And vainly proceeded to cite
A number of cases, in which making laces
Had been proved an infringement of right.
The Beaver’s lace, though not much help in the search for a snark, can be used to determine a role which your target is not. This role will be randomly chosen from all the other roles still alive at the time the lace is used. If the target has been disguised by the Bonnet-maker, the scry will return the target’s correct role.
Second-hand dagger-proof coat: Originally acquired due to a misunderstanding to protect him from the Butcher, the Beaver still has this useful garment. If the wearer is targeted for a night kill, they have a 50% chance of survival, after which the coat will be immediately lost. Each time a wearer is successfully killed, the survival chance is halved. There is a chance the coat will be lost by the Beaver if he/she chooses to bane him/herself
Insurance policy: An insurance policy promises compensation for certain types of damage specified in the policy. If its bearer is targeted by an action specified in the policy, they are then permitted to use that same action once, at a time of their choosing (Though if the action is a kill, obviously they have to use it immediately, before they die). The policy is then lost, and when found again it may specify different actions. Two policies are available at the start of the game, and additional ones may appear as a result of the Banker’s void ability.
Blank cheque: A blank cheque can be used once during a day phase to bribe a player to change their point to a different target. If a player has multiple blank cheques they may use more than one at a time. One blank cheque starts in the possession of the Banker, one more is available to be found, and additional ones may appear as a result of his void ability.
Sharpened spade: It is difficult to fathom why the Boots and the Broker felt the need to sharpen this spade, but it serves perfectly well if you need to dig something up.
Each night, the player with the sharpened spade can choose a player who is now dead, and examine them to determine what actions targeted them while they were alive.
Billiard-marker’s chalk: This allows you to imitate the Billiard-marker’s ability, but it’s not guaranteed to work. There are 3 possibilities:
Win (60%) – You take a random number of the items in the target’s possession.
Draw (15%) – Nothing happens
Loss (25%) – You lose a random number of items to the target, including the Billiard-marker’s chalk.
Should you use this ability against the Billiard-marker, you will always lose.
The Billiard-marker may use this item in addition to his ordinary ability. He will always win, but he will lose the chalk afterwards.
Vorpal sword: One two! One two! And through and through
The vorpal sword went snicker-snack!
A very sharp sword designed to kill the Jabberwock. While a player holds this item, their night actions will always succeed and cannot be blocked, their points will ignore day-baning, and negate the Jabberwock’s rampage ability.
Additionally their points will count triple if they point at the Jabberwock.
The Vorpal sword also grants a single night kill, but once it is used, the sword will be immediately lost.
Once the Jabberwock is dead, the Vorpal sword is removed from play.
In light of lower signups than I was hoping for, a couple of things have been removed. They are now struck through. The narrator reserves the right to change these rules as he sees fit, for balance, or just because he feels the game isn't confusing enough.
Recruitment is now closed. Game begins here.
And ends here.
Because utopia is a dream, humans are bastards and any attempt to really flesh out Neverland turns it into Battle Royal island, only with pirates, cannibal children, man-eating mermaids, sadistic Indians, nymphomaniac fairies and Godzilla with a ringing tummy.
They joined in with muffins, they joined in with ice--
They joined in with mustard and cress--
They joined in with jam and judicious advice--
They joined with conundrums to guess.
Where they means I.
Hey. Winning before the game starts is a tad unfair on the others...
@Bookworm: I'd rather have as many players as possible than a co-narrator. Besides, you still have a Thursday Next game to write the closing narration for! (It's only 2 months and a week late or thereabouts...)
I say it once, I'll say it twice, what? Now once again?
How many times must it be said, I wish to be counted in!
Against the snark and his stark park of beasts and blasted kin
I'll take that blade, of vorpal staid, and slice from eye to shin.
Edit @ Random: No, His poem is much better X_x
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