This game is more akin to Witchhunt than most WW games. If games which give you little information are not to your liking, this is not the game for you.
Make sure to read all the rules carefully.
THIS IS A NO PM GAME! If you are caught sending PMs or sharing your personal QT, you will be executed post-haste. This includes quoting any QTs.
Each player will have their own personal QT, to send in night actions and ask questions.
Note that the idea is that QTs will be shared at the end of the game. If you don't wish for your QT to be shared, just let us know.
No making your own QTs and inviting people over. (Someone asked)
Roles are not revealed on death.
This is a blind wolf game.
Each player will have night actions/abilities. As such, if you are not using them, you may be replaced.
A high level of participation/discussion is required! If you aren't posting, you may be replaced.
It is forbidden to edit posts, whether in the thread, or in a QT.
Day phase ends when a majority (> 50% remaining players) is reached. If no majority is reached by the end of the day or if the majority was for a no-lynch, the executioner player, if alive, may choose a target for the lynch. That player'll be lynched at the *start of night. There will be time for certain roles to act between each phase.
*start of night counts as day
It is forbidden for players to post in-thread during the night phase.
Day lasts 72 hours maximum, night lasts 48 hours.
Game ends when one side wipes out the other or when that becomes inevitable.
If there is no kill at night, the reason will not be revealed. In other words, you won't know if the Assailant hit a bane or hit a wolf. The intended target is also not mentioned. All that will be posted is: "No one died tonight."
Backstory: Sir Myral, now King Myral, has ruled the land with an iron fist for ten years. His rule is not as appreciated as that of the previous king, but his enforcers keep the peasantry at bay. A small group of rebels, led by a mysterious Rogue, have begun to incite the peasants to stand up to the King. The King must keep the rebels at bay, keeping his place on the throne. Rumor has it that the rebels are even inside the castle...
I will not be giving you a full list of roles, to keep with the lack of information in the game. Nothing that would prevent you from winning is withheld.
The King and His Men: (Town)
The Corrupt King: King Myral has an alignment Scry each night. If the King dies, the Marauder will gain the King's alignment scry within the next three days. (Randomised, to make it harder to tell who the King was.)
The Marauder: The Assailant quickly became the King's right-hand man, learning to mark his targets for death. Can "mark" a target each night. A mark disappears after two days. If a "marked" player is killed, the Marauder learns their role. If the Corrupt King dies, the Marauder gains the King's alignment scry within the next three days. (Randomised, to make it harder to tell who the King was.)
The Silent: Bodyguard to the Corrupt King, and formerly known as The Vindictive, he can protect one player each night. Cannot protect the same target twice in a row. Can protect himself. (Like a Baner)
The Warden, The Keeper, The Tactician, and The Guardsman: Masons, they know each other. One of them, however, is actually The Chancellor.
The Necromancer: (Grave-Maker) The first thing the King did was to hire a necromancer to determine which knights he had killed when he fought the former King. Learns the role of the player who died each day.
The Hangman: (Executioner) If there is no lynch majority reached within 72 hours, or the majority votes for no-lynch, The Hangman, if alive, selects a target to be lynched.
The Rebels: (Wolves)
The Rogue: A mysterious man who appeared out of nowhere to oppose King Myral, he has a strange charisma. Cannot be scried as evil. If both the Marauder and the Corrupt King die, he will gain an alignment scry within the next three days. (Randomised, to make it harder to tell who the King/Marauder was/were.)
The Rogue also controls the Rebels' Night Kill. If he hits a rebel, they are instead directed to a QT for the Rogue's known rebels. If The Rogue is killed, the kill passes to another rebel.
The Chancellor: High Chancellor Cerebel, forced to work for King Myral against his will, has helped keep the rebels up-to-date on information inside the castle. Has the trust of the other masons. Also has the role of Warden/Tactician/Guardsman/Keeper. As wolves are blind, he's not as broken as he may sound at first. Scries as Warden/Tactician/Guardsman/Keeper.
The Spirit: An odd spirit which protects The Rogue, it takes the shape of a wisp of light which can sneak into the castle undetected. Has a role scry each night. If he finds a fellow rebel, they will be invited to a QT for the Spirit's known wolves. Scries The Chancellor and The Rogue accurately.
Tree Cut Down
Shown the Light
Bunny of Faith
Fell off Eiffel Tower
From the Future
The Butcher, The Baker, The Candlestick Maker
Do You Want to Know How I Got These Scars?
Not the First Day?
Better than Last Time
Out of Puns
No Medic Available
Bookshelf Fell on Him
Tom the Mime
Locked in a Box
Suffered for his Art
The Crash Man
Crashed and Burned
Fire Emblem Spritesman Inna Playground - Let me know if you set up a game!
Re: Medieval Werewolf II - Now With 50% Less Seers
Well if we end up as'a'mason, we will definitely try to externalize any relevant internal conversations we have and put them in the QT, if the other masons end up not talking that is.
we think our problem with talking in a just us and the narrator(s) QT is that we already can talk to each other/know what we think so only questions and power usage gets put in the QT unless we are actively trying to show the narrator(s) what we are collectively thinking, and that is kind of tiring.
We love plural first person personal pronouns.
Rejoice in the bosom of white text our child.
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