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==Advice to players==
== Characters in "The Werewolves of Miller's Hollow" ==


Werewolves:
Each player plays a villager that is assigned a secret character card at the start of the game. Apart from the werewolves, villagers with special powers, also known as 'extraordinary villagers', are (usually) still on the same side as the village.
* Voting against your partner is an effective way to deflect suspicion from yourself. Of course, this only works if the townsfolk notice.
* If someone suspect you being a werewolf, you can pretend to help the villagers to eliminate werewolves. This way less people will suspect you.
* You can pretend to be extraordinary villagers to find the real ones.


* '''Ordinary Villagers:'''
'''The Werewolves''' -
1. This character can be decisive although they have no special powers.
Their objective is to eliminate the other inhabitants of the village. Each night, they bite, kill and devour a villager. During the day, they try to conceal their identity and vile deeds from the townsfolk. They cannot devour a werewolf.
2. Do not campaign to be sheriff.


* '''The Fortune Teller:'''
'''Ordinary Villagers''' -
1. Always campaign yourself to be sheriff. Not only it avoids werewolves to be sheriff, but also you can use the sheriff passing to tell the results of the last checking.
Have no special skill. Their only weapons are the ability to analyse behaviour to identify werewolves and the strength of their conviction to prevent the lynch of the innocents like themselves.
2. Be extremely careful if you have discovered a Werewolf. It may be worth the pain of revealing yourself in order to identify the player, but avoid doing this too early.
3. If there is a barkeep, check him on the first night.


* '''The Witch:'''
'''The Fortune Teller''' -
1. This character becomes more powerful at the end of the game – do not waste your potions!
Each night, she sees the true personality of a player. She must help the townsfolks to correctly identify the werewolves, without being discovered by the werewolves.
2. You should use the healing potion on the first night to prevent important characters from dying.
3. After you heal someone you should reveal yourself and the saved villager. You can also poison a werewolf to prove yourself to be the witch.


* '''The Hunter:'''
'''The Witch''' -
1. When you are accused of being a werewolf, it is always wise to try to pass yourself off as the Hunter.  
She has a healing potion which can resurrect a player devoured by the werewolves, and a poison potion which can eliminate a player. Each potion can be used once per game and both potions can be used on the same night. If this character is used, there might be 0 or 2 players eliminated.
2. When you really need to shoot someone and you are not sure who is the fortune teller, you should not shoot any people who is claimed by fortune tellers.
3. You should not shoot any people who claim to be extraordinary villagers unless you are sure they are not real ones.
4. If there are a lot of people who claim to be ordinary villagers, you can shoot one of them, as werewolves usually claim to be ordinary villagers.


* '''The Little Girl:''' A very powerful character, but very nerve-wrecking to play. Don’t hesitate to spy. It may be frightening, but it is necessary to profit quickly before being eliminated.
'''The Hunter''' -
If he is killed by any reason, he can strike back. With his dying breath, he shoots and eliminates a player.


* '''Cupido:''' If you pick yourself as one of the lovers, do not choose a loud-mouth as your partner.
'''The Little Girl''' -
She is very curious and can open her eyes and spy on the werewolves. But if discovered doing so, she dies of fright. In this version, she can take a small risk (20% of seeing a werewolf and 20% of being caught) or a big risk (40% of seeing a werewolf and 40% of being caught).


* '''The Thief:'''  
'''Cupido''' -
1. If you choose to be villager, reveal yourself and tell them what cards you saw.
He has the power of making two people fall instantly in love. During the first night, he chooses two players and they will be in love in the rest of the game. If one of the lovers dies, the other immediately kills themselves. They cannot, even as a bluff, kill or vote to lynch their lover.
2. If you choose to be werewolf, you can pretend to be the villager you left.


* '''The Sheriff:'''  
'''The Thief''' -
1. Do not hesitate to nominate yourself for the position of Sheriff if you are a extraordinary villager.  
If the thief is used, two ordinary villager cards are added. After the characters are dealt, the two extra cards are placed face down. On the first night, he can exchange his card with one of them and play that role until the end of the game.
2. If you are a werewolf or ordinary villager, do not campaign too openly for the job.  
3. Be proud of this position, and wear the card proudly on your clothing.


* '''The Pyromaniac:'''
'''The Sheriff''' -
1. If you want to burn on the first night, choose the baker, barber or bailiff. Do not choose the barkeep.
He is chosen by a vote with majority. From that on, his vote counts as double. If he is eliminated, with their last breath they choose their successor.
2. If you want to burn later on, you can burn the house with the fortune teller or the little girl.
3. If you are sure that the barkeep is a werewolf, do not burn his house unless there is no other way to eliminate them.


* '''The Raven:'''
== The Buildings in "The Village Expansion"==
1. If you think you may die on that night, post the poster to tell who do you think is the werewolf.
When playing with the Village Expansion pack, villagers are each assigned a building that has a power. These are powers that are visible for all of the players, and are indicated by a token. (Visible next to the player's username.)
2. Don't post on the first day as you may end up killing an extraordinary villager.


==Village expansion==
'''Vagabonds''' - Indicated by a stick-and-bundle token. Just a regular house with no particular powers. However, the Mistress, the Barber, the Pyromaniac and the Raven can't use their power against you. Bailiff can also grant you a house with a special power when the person in that house is killed.
''(Explanation via Sean Johnson: https://boardgamegeek.com/thread/628194/village-was-nice-place-live-until-werewolves-showe)''


The most common building are the farmhouses.
'''The Farm/Farmers''' - Indicated by a cow token. There can be several farmers. The farmers choose between themselves for the role of Captain. (Captain gets 2 votes at every village vote) When the Captain is killed they pass on their Captain ability to another Farmer. (Normal rules without "House Expansion" allow Captain to be anyone)
* The '''farmers''' elect a sheriff from among the other farmers and
* the '''sheriff''' gets two votes during the end of the day phase.


Many of the other village pieces come into varieties: Persistent Powers and one time use powers. Some examples of persistent powers are the Schoolmarm, the bailiff, and the barkeep.
'''The Pub/Bartender''' - Indicated by goblet token. Werewolves can't kill him and villagers can't vote against him. They vote before the other players. But if they vote for somebody that gets eliminated, they lose the immunity of being killed/lynched.
* When the occupant of a building is killed, the '''bailiff''' gets to give the building to one of the homeless players.
* The '''Baker''' wakes up when the werewolves are just going back to sleep. In this version there is a 25% chance of seeing a Werewolf.
* The barkeep is a unique ability. The '''barkeep''' is so popular that he can not be eaten by the werewolves or lynched by the mob, as long as he maintains his popularity. To maintain popularity the barkeep can not vote with the majority that gets someone lynched. However, the bar keep must always cast their vote first.
* The '''Schoolmarm''' gets to pick two people who are not allowed to vote.


The one time use powers, can obviously only be used once. If a power is used, and the '''bailiff''' later assigns that building to a new person the power comes back. Some examples of these powers are the Lord and barber.
'''The Barber Shop/Barber''' - Indicated by open razor token. Once in the game, the barber can eliminate a player. But, if they aren't a werewolf, the Barber is immediately eliminated.
* The '''barber''' has the ability to do some vigilante justice by having a shave come a little too close. The barber can turn his token and pick one other player to kill. If the Barber kills a werewolf in this way, then they are a hero and there is no lynching that round. If he is wrong and kills an innocent, then the village automatically lynches the barber.
* The '''Bonsetter''' can choose a player and give them back their power if they have used it.
* Once in the game, the '''Confessor''' can oblige a player to show him his character card.
* Because of ancient feudal privilege, the '''Lord''' may use his token to pardon one person who is about to be lynched (including themselves). If this is used then no one is executed by the village for that round.


There are a few other buildings with persistent and single use abilities, but there is already a description of those on the main entry page for the game.
'''The Notary's House/Bailiff''' - Indicated by a keys token. When players die, the Bailiff can give that building's power to the other players in Vagabond houses.
 
'''The Church/Confessor''' - Indicated by rosary beads token. Once in the game, the Confessor can oblige a player to show him their character card.
 
'''The Bakery/Baker''' - Indicated by bread token. The baker wakes up when the werewolves are just going back to sleep. In this version there is a 25% chance of seeing a Werewolf.
 
'''The School/Mistress''' - Indicated by a bell token. The School Mistress can't vote. Every day, she can also forbid two players from voting. Except for those in Vagabond houses.
 
'''The Hovel/Bonesetter''' - Indicated by sapling token. During the day, the bonesetter can choose a player and give them back their power if they have used it. (Used once per game)
 
'''The Chatelain/Manor/Lord''' - Indicated by shield token. Once during the game, the lord can pardon the village's voted victim.
 
== New Characters in "The Village Expansion" ==
 
'''The Pyromaniac''' -
Once in the game, he can burn a building. If the owner of the building is the target of the werewolf's attack, the owner survives and the werewolf to the right of the owner dies instead. The power of the target's house is also burnt to the ground and the house becomes a Vagabond/ordinary house.
 
'''The Raven/Scandalmonger''' -
Each night, the Raven posters one of the player's buildings, adding 2 votes against that player's name during the village vote the following day.
 
'''The White Werewolf''' -
His objective is to be the only survivor. He wakes up every night with the werewolves. But one night out of two, he wakes up and kills a werewolf if he wants.
 
== Unofficial Variants of the Game ==
Note: These are not options by BGA. However, if you see these words in the presentation, do be careful.
 
=== Chaos Mode (CHAOS) ===
* In chaos, it is allowed to talk and reveal roles at night, which is not fair in normal games.
* It is allowed to vote and action randomly.
* It is allowed to kill host first night and vote host on first day, which is usually rude in normal games.
* It is allowed to spam, and usually there will be lots of extraordinary villagers. Therefore if you hate spamming don't try chaos.
 
=== Halloween Mode (Halloween) ===
* Play with witch, hunter, raven and white werewolf and village options.
* Witch must poison baker or shield if there is any.
* Werewolves cannot kill bonesetter on the first day, and barber must shave twice if possible with bonesetter's help.
* If hunter needs to shoot, he must either shoot someone with a special token (not a farmer) or abstain.
 
=== The Harvest of Miller's Hollow (Harvest) ===
* This mode is adapted from a variant of the same name from the official rulebook.
* Play with witch, hunter, little girl, thief, cupid and sheriff.
* At the first night, the werewolves gather and infect a person: they will be notified and start to play for the wolves, although they retain their normal abilities.
* They know who the wolves are, but cannot devour with them. They lose when all the wolves are dead, even if they are alive.
* The werewolves can only devour someone next to a wolf or the infected villager.
* The witch has lost a bottle. She can only use one potion, and if she does, she flips a coin to decide. She must use only that potion.
* The hunter can only shoot a player who is next to him.
* The little girl can only choose big peek: she puts herself in danger due to excess drinking.
* The thief must choose a wolf if possible. If there is an extraordinary villager and an ordinary villager, he must choose the latter.
* The cupid must choose himself as one of the lovers.
* The sheriff must vote and announce his vote before the other players vote.
* At the end of the game, the werewolves must honestly reveal who is infected.
 
=== Jester Mode (Jester) ===
* Play with hunter but don't use thief in the options.
* At the start of the game, the host chooses a person to be the jester and private messages them. They can be any role.
* The jester wins if they are shot by the hunter or voted out by the villagers.
* If the werewolves eats them or they are alive at the end of the game they lose.
* The jester can win with any alignment, but if you want more pressure, only allow them to win alone.
* At the end of the game, the host must honestly reveal who is the jester.
 
=== Maximum EV Mode (Maximum Ev) ===
* Play with hunter, thief, cupid, little girl, pyromaniac, raven and village options.
* Dead players and fortune teller can chat at night.
* Villagers must abstain for the first three days, except if someone violates the rules, in this case they are voted out instead.
 
=== Lover/Rival Mode (Lover/Rival) ===
* At the start of the game, each player declares a different lover and a different rival, which is fixed throughout the game.
* When voting, you can never vote your lover, unless it is not possible to vote others.
* When there is a tie, you must vote your rival if possible.
* If you need to claim your role, you must do this by verses of songs unless with a good reason.
* Anyone who violates this rule must be voted out by the villagers.
 
=== Spy Mode (Spy) ===
* Play with hunter but don't use thief in the options.
* At the start of the game, the host chooses a person to be the spy and private messages them.
* The spy's purpose is not to be killed by the villagers or werewolves.
* If hunter shoots them or they are alive at the end of the game, villagers win. If the werewolves eat them, werewolves win. Otherwise it is a tie.
* At the end of the game, the host must honestly reveal who is the spy.
 
=== Expert Game (Expert) ===
* Play with any 3 extraordinary villagers (include fortune teller) if there are 8-9 villagers, 4 if 12. Not recommended with 10-11 people.
* There must not be cupid or thief, captain must be on, and village must be off.
* One person, who doesn't participate in the game and knows all the people, must be chosen as a moderator to make matters easier.
* Play as normal, except when all the extraordinary villagers or all the ordinary villagers are killed, werewolves win.
* There is a wolf king among the wolves! At the first night, the wolves tell the moderator their identity. Then, a wolf is chosen to be the king.
* When the king dies, they mark a person and reports to the moderator. The moderator announces it and this person must be voted out the next day, if possible. However, the wolf king cannot use this ability if they are poisoned.
* Besides, the wolves can private message each other during the night. This helps them to plan for the day.
* This mode creates a more fair game and adds new depth, as there are few extraordinary villagers but they are always the wolves' target. Also, do be careful if a wolf is discovered: they may turn the tide at any time!
 
=== Fortune Teller Leads it All (Ft) ===
* Only use captain in the options.
* If there is no captain after vote or the fortune teller is devoured by the werewolves in the first 2 nights, play with normal rules instead.
* If the fortune teller is voted out by the villagers on the first day werewolves win.
* The werewolves can private message each other and should choose one of them to pretend to be the fortune teller.
* The fortune teller must not claim until 2 nights have passed. If anyone claims the fortune teller in the first day, one of them must be lynched.
* After the second day, the captain must be voted out. If the captain is the fortune teller they win alone.
* Otherwise, the captain must pass the badge to whom they think is the fortune teller. That night the fortune teller must be devoured.
* If the captain passes their badge to the real fortune teller, village wins. Otherwise werewolves win.
* This variant is designed for players to learn how to pretend to be and identify the real fortune teller.
 
==Credits==
* Analysis of information on variants and characters: ArielFriedrichGauss
* Adaption of the harvest of miller's hollow: ArielFriedrichGauss
* Creation of chaos mode: moejul
* Creation of halloween mode: Gustavo
* Creation of jester mode: Strawberry_Cupcake (aka Vanilla_Cupcake)
* Creation of spy mode: Strawberry_Cupcake (aka Vanilla_Cupcake)
* Creation of ft leads it all and expert mode: ArielFriedrichGauss

Latest revision as of 15:55, 20 January 2022

Characters in "The Werewolves of Miller's Hollow"

Each player plays a villager that is assigned a secret character card at the start of the game. Apart from the werewolves, villagers with special powers, also known as 'extraordinary villagers', are (usually) still on the same side as the village.

The Werewolves - Their objective is to eliminate the other inhabitants of the village. Each night, they bite, kill and devour a villager. During the day, they try to conceal their identity and vile deeds from the townsfolk. They cannot devour a werewolf.

Ordinary Villagers - Have no special skill. Their only weapons are the ability to analyse behaviour to identify werewolves and the strength of their conviction to prevent the lynch of the innocents like themselves.

The Fortune Teller - Each night, she sees the true personality of a player. She must help the townsfolks to correctly identify the werewolves, without being discovered by the werewolves.

The Witch - She has a healing potion which can resurrect a player devoured by the werewolves, and a poison potion which can eliminate a player. Each potion can be used once per game and both potions can be used on the same night. If this character is used, there might be 0 or 2 players eliminated.

The Hunter - If he is killed by any reason, he can strike back. With his dying breath, he shoots and eliminates a player.

The Little Girl - She is very curious and can open her eyes and spy on the werewolves. But if discovered doing so, she dies of fright. In this version, she can take a small risk (20% of seeing a werewolf and 20% of being caught) or a big risk (40% of seeing a werewolf and 40% of being caught).

Cupido - He has the power of making two people fall instantly in love. During the first night, he chooses two players and they will be in love in the rest of the game. If one of the lovers dies, the other immediately kills themselves. They cannot, even as a bluff, kill or vote to lynch their lover.

The Thief - If the thief is used, two ordinary villager cards are added. After the characters are dealt, the two extra cards are placed face down. On the first night, he can exchange his card with one of them and play that role until the end of the game.

The Sheriff - He is chosen by a vote with majority. From that on, his vote counts as double. If he is eliminated, with their last breath they choose their successor.

The Buildings in "The Village Expansion"

When playing with the Village Expansion pack, villagers are each assigned a building that has a power. These are powers that are visible for all of the players, and are indicated by a token. (Visible next to the player's username.)

Vagabonds - Indicated by a stick-and-bundle token. Just a regular house with no particular powers. However, the Mistress, the Barber, the Pyromaniac and the Raven can't use their power against you. Bailiff can also grant you a house with a special power when the person in that house is killed.

The Farm/Farmers - Indicated by a cow token. There can be several farmers. The farmers choose between themselves for the role of Captain. (Captain gets 2 votes at every village vote) When the Captain is killed they pass on their Captain ability to another Farmer. (Normal rules without "House Expansion" allow Captain to be anyone)

The Pub/Bartender - Indicated by goblet token. Werewolves can't kill him and villagers can't vote against him. They vote before the other players. But if they vote for somebody that gets eliminated, they lose the immunity of being killed/lynched.

The Barber Shop/Barber - Indicated by open razor token. Once in the game, the barber can eliminate a player. But, if they aren't a werewolf, the Barber is immediately eliminated.

The Notary's House/Bailiff - Indicated by a keys token. When players die, the Bailiff can give that building's power to the other players in Vagabond houses.

The Church/Confessor - Indicated by rosary beads token. Once in the game, the Confessor can oblige a player to show him their character card.

The Bakery/Baker - Indicated by bread token. The baker wakes up when the werewolves are just going back to sleep. In this version there is a 25% chance of seeing a Werewolf.

The School/Mistress - Indicated by a bell token. The School Mistress can't vote. Every day, she can also forbid two players from voting. Except for those in Vagabond houses.

The Hovel/Bonesetter - Indicated by sapling token. During the day, the bonesetter can choose a player and give them back their power if they have used it. (Used once per game)

The Chatelain/Manor/Lord - Indicated by shield token. Once during the game, the lord can pardon the village's voted victim.

New Characters in "The Village Expansion"

The Pyromaniac - Once in the game, he can burn a building. If the owner of the building is the target of the werewolf's attack, the owner survives and the werewolf to the right of the owner dies instead. The power of the target's house is also burnt to the ground and the house becomes a Vagabond/ordinary house.

The Raven/Scandalmonger - Each night, the Raven posters one of the player's buildings, adding 2 votes against that player's name during the village vote the following day.

The White Werewolf - His objective is to be the only survivor. He wakes up every night with the werewolves. But one night out of two, he wakes up and kills a werewolf if he wants.

Unofficial Variants of the Game

Note: These are not options by BGA. However, if you see these words in the presentation, do be careful.

Chaos Mode (CHAOS)

  • In chaos, it is allowed to talk and reveal roles at night, which is not fair in normal games.
  • It is allowed to vote and action randomly.
  • It is allowed to kill host first night and vote host on first day, which is usually rude in normal games.
  • It is allowed to spam, and usually there will be lots of extraordinary villagers. Therefore if you hate spamming don't try chaos.

Halloween Mode (Halloween)

  • Play with witch, hunter, raven and white werewolf and village options.
  • Witch must poison baker or shield if there is any.
  • Werewolves cannot kill bonesetter on the first day, and barber must shave twice if possible with bonesetter's help.
  • If hunter needs to shoot, he must either shoot someone with a special token (not a farmer) or abstain.

The Harvest of Miller's Hollow (Harvest)

  • This mode is adapted from a variant of the same name from the official rulebook.
  • Play with witch, hunter, little girl, thief, cupid and sheriff.
  • At the first night, the werewolves gather and infect a person: they will be notified and start to play for the wolves, although they retain their normal abilities.
  • They know who the wolves are, but cannot devour with them. They lose when all the wolves are dead, even if they are alive.
  • The werewolves can only devour someone next to a wolf or the infected villager.
  • The witch has lost a bottle. She can only use one potion, and if she does, she flips a coin to decide. She must use only that potion.
  • The hunter can only shoot a player who is next to him.
  • The little girl can only choose big peek: she puts herself in danger due to excess drinking.
  • The thief must choose a wolf if possible. If there is an extraordinary villager and an ordinary villager, he must choose the latter.
  • The cupid must choose himself as one of the lovers.
  • The sheriff must vote and announce his vote before the other players vote.
  • At the end of the game, the werewolves must honestly reveal who is infected.

Jester Mode (Jester)

  • Play with hunter but don't use thief in the options.
  • At the start of the game, the host chooses a person to be the jester and private messages them. They can be any role.
  • The jester wins if they are shot by the hunter or voted out by the villagers.
  • If the werewolves eats them or they are alive at the end of the game they lose.
  • The jester can win with any alignment, but if you want more pressure, only allow them to win alone.
  • At the end of the game, the host must honestly reveal who is the jester.

Maximum EV Mode (Maximum Ev)

  • Play with hunter, thief, cupid, little girl, pyromaniac, raven and village options.
  • Dead players and fortune teller can chat at night.
  • Villagers must abstain for the first three days, except if someone violates the rules, in this case they are voted out instead.

Lover/Rival Mode (Lover/Rival)

  • At the start of the game, each player declares a different lover and a different rival, which is fixed throughout the game.
  • When voting, you can never vote your lover, unless it is not possible to vote others.
  • When there is a tie, you must vote your rival if possible.
  • If you need to claim your role, you must do this by verses of songs unless with a good reason.
  • Anyone who violates this rule must be voted out by the villagers.

Spy Mode (Spy)

  • Play with hunter but don't use thief in the options.
  • At the start of the game, the host chooses a person to be the spy and private messages them.
  • The spy's purpose is not to be killed by the villagers or werewolves.
  • If hunter shoots them or they are alive at the end of the game, villagers win. If the werewolves eat them, werewolves win. Otherwise it is a tie.
  • At the end of the game, the host must honestly reveal who is the spy.

Expert Game (Expert)

  • Play with any 3 extraordinary villagers (include fortune teller) if there are 8-9 villagers, 4 if 12. Not recommended with 10-11 people.
  • There must not be cupid or thief, captain must be on, and village must be off.
  • One person, who doesn't participate in the game and knows all the people, must be chosen as a moderator to make matters easier.
  • Play as normal, except when all the extraordinary villagers or all the ordinary villagers are killed, werewolves win.
  • There is a wolf king among the wolves! At the first night, the wolves tell the moderator their identity. Then, a wolf is chosen to be the king.
  • When the king dies, they mark a person and reports to the moderator. The moderator announces it and this person must be voted out the next day, if possible. However, the wolf king cannot use this ability if they are poisoned.
  • Besides, the wolves can private message each other during the night. This helps them to plan for the day.
  • This mode creates a more fair game and adds new depth, as there are few extraordinary villagers but they are always the wolves' target. Also, do be careful if a wolf is discovered: they may turn the tide at any time!

Fortune Teller Leads it All (Ft)

  • Only use captain in the options.
  • If there is no captain after vote or the fortune teller is devoured by the werewolves in the first 2 nights, play with normal rules instead.
  • If the fortune teller is voted out by the villagers on the first day werewolves win.
  • The werewolves can private message each other and should choose one of them to pretend to be the fortune teller.
  • The fortune teller must not claim until 2 nights have passed. If anyone claims the fortune teller in the first day, one of them must be lynched.
  • After the second day, the captain must be voted out. If the captain is the fortune teller they win alone.
  • Otherwise, the captain must pass the badge to whom they think is the fortune teller. That night the fortune teller must be devoured.
  • If the captain passes their badge to the real fortune teller, village wins. Otherwise werewolves win.
  • This variant is designed for players to learn how to pretend to be and identify the real fortune teller.

Credits

  • Analysis of information on variants and characters: ArielFriedrichGauss
  • Adaption of the harvest of miller's hollow: ArielFriedrichGauss
  • Creation of chaos mode: moejul
  • Creation of halloween mode: Gustavo
  • Creation of jester mode: Strawberry_Cupcake (aka Vanilla_Cupcake)
  • Creation of spy mode: Strawberry_Cupcake (aka Vanilla_Cupcake)
  • Creation of ft leads it all and expert mode: ArielFriedrichGauss