Difference between revisions of "Tips werewolves"
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== [[New Characters in "The Village Expansion"]] ==
== [[New Characters in "The Village Expansion"]] ==
'''The White Werewolf''' -
'''The White Werewolf''' -
Revision as of 03:57, 3 June 2020
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 Seer - Each night, she sees the true personality of a player. She must help the townsfolks to correctly identify the werewolves, without discovering 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 eliminate 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 verison, 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 kill him/herself. They cannot, even as a bluff, kill or vote to lynch their lover.
The Thief - If the thief is used, two ordinary villager cards is 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 count as double. If he is eliminated, with their last breath they choose their successor.
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.
The Raven - Each night, he can choose a player that will have a penalty of two voices for the vote.
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.
These are other powers that are given to some players randomly that are visible for all the players. (Visible next to the player's username.)
Vagabonds 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 School/Mistress The School Mistress can't vote. Every day, she can also forbid two players from voting. Except for those in Vagabond houses.
The Notary's House/Bailiff When players die, the bailiff can give their building to the other players in Vagabond houses.
The Farm/Farmers 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 Bakery/Baker 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 Hovel/Bonesetter 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 Church/Confessor Once in the game, the Confessor can oblige a player to show him his character card.
The Manor/Lord Once during the game, the lord can save the village's victim.
The Pub/Bartender 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 Once in the game, the barber can eliminate a player. But, if he isn't a werewolf, the Barber is immediately eliminated.
Advice to the Players
- 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.
- This character can be decisive although they have no special powers.
- Do not campaign to be sheriff.
The Fortune Teller:
- 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.
- 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.
- If there is a barkeep, check him on the first night.
- This character becomes more powerful at the end of the game – do not waste your potions!
- You should use the healing potion on the first night to prevent important characters from dying.
- 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.
- When you are accused of being a werewolf, it is always wise to try to pass yourself off as the Hunter.
- 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.
- You should not shoot any people who claim to be extraordinary villagers unless you are sure they are not real ones.
- 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.
- If you pick yourself as one of the lovers, do not choose a loud-mouth as your partner.
- If you choose to be villager, reveal yourself and tell them what cards you saw.
- If you choose to be werewolf, you can pretend to be the villager you left.
- Do not hesitate to nominate yourself for the position of Sheriff if you are a extraordinary villager.
- If you are a werewolf or ordinary villager, do not campaign too openly for the job.
- Be proud of this position, and wear the card proudly on your clothing.
The White Werewolf:
- You can pretend to be the witch and say you will try to poison a werewolf. Then you eliminate one. If the witch also used the poison, you can say you accidentally poison the wrong one.
- If you are a barber, you can use this chance to eliminate a werewolf.
- If you want to burn on the first night, choose the baker, barber or bailiff. Do not choose the barkeep.
- If you want to burn later on, you can burn the house with the fortune teller or the little girl.
- If you are sure that the barkeep is a werewolf, do not burn his house unless there is no other way to eliminate them.
- If you think you may die on that night, post the poster to tell who do you think is the werewolf.
- Don't post on the first day as you may end up killing an extraordinary villager.
All above content edited by User: Ariel Friedrich Gauss