News:

oh god how did this get here I am not good with computer

Main Menu
Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - davy

#1
Congratulations Wolves

Role reveal:

Nana1Popo2 - Sacrifical Lamb
threalmathguy - Miller
ThatHiddenCharacter - Human
BlackDragonSlayer - Human
Toby - Master Wolf
SpecsFlyer17 - Herring
TheZeldaPianist275 - Redirection Wolf
Oricorio - Human
XiaoMigros - Chosen One

Phase by phase breakdown

Night 1
Wolves wolf THC.
TZP attempts to redirect BDS to math. It fails.
Luigi (Xiao) seers Oricorio green
Waluigi (Wolves) seers Oricorio green

Day 1
Specs is lynched

Night 2
Wolves wolf Xiao.
Luigi (Xiao) seers Toby green
Waluigi (Wolves) seers BDS green

Day 2
Oricorio is lynched

Night 3
Wolves wolf N1P2.
TZP redirects Xiao to Toby. This is successful.
Luigi (Xiao) attempts to seer TZP but is redirected to Toby. The result of his seering is green
Waluigi (Wolves) seer THC green

Day 3
BDS is lynched.

Game design

This game's origin was the idea: what if split personalities, but as a normal TWG instead of a faction game. Problem with that was that if the humans each had a second account that would basically make all of them masons, which would make the game quite wolf sided. So instead I opted to just have the seers have an alt account.

Having designed that, I envisioned the game having 10 players. Two wolves, two specials and 6 humans. This would give humans two mislynches, while also not winning with just one successful lynch. When the cap for this sign-up was 9, I needed to add something to the game to keep winning after 2 mislynches possible. This is where the Sacrifical Lamb came in. I still had a human special slot free, and by giving them a revive (especially one that could be used before and after death) humans would be guaranteed another mislynch, as long as the SL wouldn't wait too long with claiming.

Since the game revolved around Seering, I didn't want to make them too weak by adding painters to the game. Since the seers couldn't die, I also didn't want to make them too strong, so I added the standard Master Wolf / Miller package. With wolves also having a seer, I wanted to make sure a blue result wouldn't guarantee them finding a special, so I added a Herring. However, this meant that humans could confirm a random human by seering the Herring, so I added that the human seer seers blue players green.

With this, wolves still felt a little underpowered, considering humans had an immortal power that could work towards their win con, while the power that wolves had could not. So I gave the wolves a power that would reduce the power of the human seer ever so slightly, since it only worked once, it would only work if the wolves knew or correctly guessed the seer, and they wouldn't know which player the result was on.

Having done that, I had a look at what claiming strategies could be employed this game. I prefered if this game became an alliance game, since we haven't had any of those since the revival. Going through the options, I concluded that the CO claiming was optimal play. If the wolves didn't counterclaim, humans would proof their seer was the human one and set up an alliance with the SL still behind the scenes. If the wolves did counterclaim, humans could lynch both claimants, and they would still have one mislynch available to lynch the other wolf, at the cost of not knowing which seer was the true one.

I never seriously consider the SL claiming before the game started. When it happened in game, I briefly took some time to figure out why: The claiming special would always die, but the one that didn't claim could stay hidden. With the CO dead, at least the Seer could still talk. With the SL dead, a confirmed human would be lost including their voice.

Of course, with the CO having claimed, the wolves would be guaranteed to use their redirection power successfully, but since it was one use only, and humans would not know when it would be used, I did not consider that a significant risk to having the CO claim.

As should be expected, some things still failed to catch my attention before the game started. Originally, I was going to inform the wolves if their Redirection was used successfully, but when the game had started, I realised that would make it an additional investigative power for the wolves, so I opted not to inform them. Despite that, Toby still managed to use the Redirection power as an investigative power, as you'll see.

I also didn't realise that the SL's power could be used to confirm the CO if the CO is (pretending to be) dead. The SL being unable to revive specials was something I added to the game so that the player revived would not just be an extra confirmed human. When BDS and N1P2 discussed it, I deemed it to be fine, considering the state of the game (where Waluigi was barely trusted at that point anyway), but I may have designed it differently if I had been aware of this fact.
[close]

I was originally planning on making a big post game (hence the big game design section), but I've unfortunately fallen quite sick today, so I'll just post some highlights then go to sleep. Hopefully I'll be able to write a player analysis tomorrow.

Highlights

The Waluigi seering someone blue was a genuine slip. I was yelling at my screen for the entire time that the wolves were discussing this strat.

I applaud N1P2 for taking up the role as alliance leader in his first game since the revival. A suggestion to improve upon is to not be so trusting of unconfirmed humans. If BDS had been a wolf, you would likely have screwed up the game big time for the humans, and all the info you ended up leaking to TZP ended up being quite useful to the wolf team.

Toby used process of elimination to successfully deduce that Xiao was the CO. The Xiao wolfing was chosen because it would come as a surprise to the humans, and TZP and Toby were hoping to frame BDS for the wolfing (which ended up happening in the end).

Because N1P2 asked Waluigi to seer Xiao, and then switched to Toby a little later, wolves had a hunch that he'd asked Xiao to do the same. They faked a red seering on Toby to make him seem more towny.

TZP slipped big time on day 2, where he revealed he knew Luigi was confirmed because Waluigi claimed to be THC, even though this information was never revealed to human TZP. N1P2, the only one who could have known for sure that human TZP shouldn't have this info, failed to capitalize on this and it went by pretty much unnoticed.

In case anyone is still doubting it: The " ?" thing was certainly Toby slipping up and not an attempt from Waluigi to frame him.

With the redirection still available, wolves redirected Xiao to Toby in hopes of getting a green result on TZP in addition to the one on Toby. This worked flawlessly.

For a moment, I though Toby was giving the game out of his hands when he put suspicion on math as he and TZP were planning a wolf rush. Fortunately for him, math wasn't swayed to vote him. Generally, I'd suggest just keeping your mouth shut when planning a wolf rush.

The final lynch came down to town failing to attempt to control the lynch. In lylo, it is very important to get town on the same page, and to do so quickly. Instead, BDS spent the final phase accusing Toby, without checking if he could get anyone else on board, while THC was inactive for most of the phase. On the other hand, TZP had been nudging math towards a BDS lynch for a while in PMs, so with BDS refusing to reveal the CO, that was all that was needed to sway the one human needed for a majority.

TZP was fully planning to sack Toby and play day 4 lylo if necessairy. This could have ended quite badly, as Luigi was strongly considering seering TZP again, and then TZP would have had to spend the entire lylo phase explaining why his color changed.

Player Analysis

SpecsFlyer17 – I liked your involvement in the strategy discussion. Also I wouldn't be so hard on you for the day 1 lynch. Day 1 lynches are usually not very well thought out, and this one was orchestrated by a wolf to begin with.

Oricorio – Shame your mind was occupied with other things for most of the early game. I think it was a good idea to be a bit more calm with your posting after lantern game. Sure, it made you seem wolfy now, because of how different it was from lantern game, but going forward, players should realise that neither playstyle in indicative of you being a wolf. The lynch on you was mostly created due to humans questioning your insistance that the Waluigi slip was unintentional. I guess the takeaway is that being too stubborn on something gets wolfread, although being too vague gets wolfread as well, so you'll need to find a middle ground there. Also, I suggest you use PM's more. Getting into another human's good graces is very benificial for the wolves, but don't discount the advantage of not having the entire town turned against you on a lynching.

ThatHiddenCharacter – I know your work schedule doesn't make things easy for you, but I wish you were more active. Unvoting math after Toby's reply was at least a good move, since wolves were definately planning a wolf rush, so at least there is that.

threalmathguy – a bit of a quiet game from you. You narrowly avoided being lynched d1, then didn't have much of an impact until d3. I applaud your attempt at solving the game, and if BDS was a wolf there was a real risk of him just running away with the game if no one pointed it out. I guess the lesson to be learned is when you try to solve the game based on input from another player, that other player should be looked into as well.

XiaoMigros – Uncharacteristically inactive performance from you. Which was a shame, because all your seering results ended up arriving late to the topic, especially the d3 one, though I doubt it would have changed the outcome if it arrived earlier. The only other thing I can say is that you should look at your posting style a bit more when playing an annonymous account, as THC managed to figure out that you were Luigi because of not capitalizing any sentence.

Nana1Popo2 – Good job being the alliance leader at your first game since the revival. A suggestion to improve upon is to not be so trusting of unconfirmed humans. If BDS had been a wolf, you would likely have screwed up the game big time for the humans, and all the info you ended up leaking to TZP ended up being quite useful to the wolf team. Nevertheless, I hope you continue playing and improving on this site. Rising Star Award

BlackDragonSlayer – An unconfirmed player holding all of the information is very dangerous, so you should have expected suspicion would fall on you during lylo at latest. Your downfall this game was, as it is more often, you being too sure of yourself. A human should be willing to engage in a discussion as to why they seem suspicious and try to convince the accusing player that their suspicions are not worth considering (at least, not enough to vote that human). Instead you just shut the discussion down by asserting that this game state wouldn't have happened with wolf!BDS (none of the reasons you gave for that would have convinced human!Me if I was playing this game) and calling any argument against you being nonsensical even into the postgame.

Toby – I loved all the behind the scenes discussion that you and TZP were doing. The blue seering and " ?" slips were unfortunate, but you managed to minimize/work around them excellently. I was close to giving you MVP for being the wolf that took the lead in strategizing the most and for figuring out Xiao was the CO. However, your d3 play was pretty poor, especially the throwing shade at math after THC had voted him. Had that swayed math to voting you (and had THC been online at phase end) that may well have costed wolves the game. Still, you deserve a Honerable Mention.

TheZeldaPianist275 – While you made the biggest wolf slip (calling out that Luigi must've been the human seer after THC was revived, even though only wolf!TZP would know that Waluigi claimed to be THC) other than that (and the Waluigi seering blue slip), you've played a very clean wolf game and was never truly considered a lynch candidate despite that, which is ideal for a wolf. While both you and Toby made some especially good calls (notably you suggested wolfing Xiao when Toby had deduced him being the CO), what pushes you over the edge was planting the seed of doubt about BDS being human into math's mind. This was literally the winning move, as failing to sway him could have ended up causing a Toby lynch, and a second seering of you could have paved the way for a human victory. Therefore, I grant you MVP.
#2
TWG CXIX: Luigi Wins by Doing Absolutely Everything

Mortals

Wolves

1. Master Wolf
2. Redirection Wolf - During the night, can target a player, either living or dead, and another living player. If the first player is the Chosen One, the Aloof Seer will receive the color of the second player rather than the player targeted by the Aloof Seer. Loses this power once it has been used successfully.

Both wolves have access to the annonymous TWG account that obtained the Aloof Wolf Shaman role.

Humans

3. Chosen One - Has access to the annonymous TWG account that obtained the Aloof Seer role. Cannot be revived.
4. Sacrifical Lamb - Can revive a dead player other then themselves during the night phase. Single use. Can be used even if the Sacrifical Lamb is dead.
5. Human
6. Human
7. Human
8. Herring
9. Miller - Identity will be revealed privately to the wolves at the start of the game.

Divine Beings

1. Aloof Wolf Shaman
2. Aloof Seer - Seers blue players green.

- These two roles will be distributed randomly between the annonymous TWG accounts TWG Luigi and TWG Waluigi.
- Both wolves have access to the account that obtained the Aloof Wolf Shaman role, while the Chosen One as access to the account that obtained the Aloof Seer role.
- Dead players with access to an annonymous account can still partake in the game through the annonymous account that they have access to (they cannot partake with their own account anymore, though).
- Both Divine Beings cannot vote, cannot be lynched, cannot be wolf'd, cannot be targeted by any power, and do not count towards either team (Hence why they are called Aloof). They can use their seering power during the night, post in the topic and send or receive PMs.

Win Conditions

Wolves win at parity.
Humans win when both wolves are dead.

Other rules

N1 start.
No cardflips.
Instakills are enabled, phantoms are in play.
PMs are permitted.
Only living players can be seered.
If the Sacrifical Lamb targets the Chosen One, the power does not go through, but the single use will be retained for a later night phase.



Players:
1. BlackDragonSlayer
2. TheZeldaPianist275
3. ThatHiddenCharacter
4. Toby
5. Oricorio
6. SpecsFlyer17
7. XiaoMigros
8. threalmathguy
9. Nana1Popo2

Substitutes:
1. The Musical Poet


Role PM's
Spoiler
QuoteYou are the Master Wolf

[Player] is the Redirection Wolf

[Alt account] is the Aloof Wolf Shaman. The password to that account is [password]

[Player] is the Miller
QuoteYou are the Redirection Wolf

[Player] is the Master Wolf

[Alt account] is the Aloof Wolf Shaman. The password to that account is [password]

[Player] is the Miller
QuoteYou are the Chosen One

[Alt account] is the Aloof Seer. The password to the account is [password]
QuoteYou are the Sacrifical Lamb
QuoteYou are a Human.

You may be the Miller or the Herring, though.
[close]



All PM's have been sent, the game has started. It's now night 1. Night 1 ends december 1st 10:00AM PST/11:00AM MST/12:00PM CST/1:00PM EST/6:00PM GMT/7:00PM CET
#3
TWG CXIX: Luigi Wins by Doing Absolutely Everything

Mortals

Wolves

1. Master Wolf
2. Redirection Wolf - During the night, can target a player, either living or dead, and another living player. If the first player is the Chosen One, the Aloof Seer will receive the color of the second player rather than the player targeted by the Aloof Seer. Loses this power once it has been used successfully.

Both wolves have access to the annonymous TWG account that obtained the Aloof Wolf Shaman role.

Humans

3. Chosen One - Has access to the annonymous TWG account that obtained the Aloof Seer role. Cannot be revived.
4. Sacrifical Lamb - Can revive a dead player other then themselves during the night phase. Single use. Can be used even if the Sacrifical Lamb is dead.
5. Human
6. Human
7. Human
8. Herring
9. Miller - Identity will be revealed privately to the wolves at the start of the game.

Divine Beings

1. Aloof Wolf Shaman
2. Aloof Seer - Seers blue players green.

- These two roles will be distributed randomly between the annonymous TWG accounts TWG Luigi and TWG Waluigi.
- Both wolves have access to the account that obtained the Aloof Wolf Shaman role, while the Chosen One as access to the account that obtained the Aloof Seer role.
- Dead players with access to an annonymous account can still partake in the game through the annonymous account that they have access to (they cannot partake with their own account anymore, though).
- Both Divine Beings cannot vote, cannot be lynched, cannot be wolf'd, cannot be targeted by any power, and do not count towards either team (Hence why they are called Aloof). They can use their seering power during the night, post in the topic and send or receive PMs.

Win Conditions

Wolves win at parity.
Humans win when both wolves are dead.

Other rules

N1 start.
No cardflips.
Instakills are enabled, phantoms are in play.
PMs are permitted.
Only living players can be seered.
If the Sacrifical Lamb targets the Chosen One, the power does not go through, but the single use will be retained for a later night phase.



Players:
1. BlackDragonSlayer
2. TheZeldaPianist275
3. ThatHiddenCharacter
4. Toby
5. Oricorio
6. SpecsFlyer17
7. XiaoMigros
8. threalmathguy
9. Nana1Popo2

Substitutes:
1. The Musical Poet
#4
The Werewolf Game / TWG CXIII Postgame
July 25, 2019, 02:40:25 AM
Just imagine I made this post a week later, so that what I said before edit is still correct.

Congratulations Wolves


Role reveal:


1. BlackDragonSlayer - businessman
2. hoggers - wolf
3. mikey - human
4. ShyYoshiGuy - human
5. E. Gadd Industries - human
6. Funnygurl555 - human
7. EveningSun720 - banker
8. MadDemon - wolf

Phase-by-phase summary

Night 1
hoggers wolves Funnygurl
mikey buys a guardian angel

Day 1
SYG loses a life in a kitb

Night 2
E. Gadd is wolfed twice
wolves buy a gun and two vests (one for each wolf)
SYG buys a potion
mikey buys a gun
BDS buys two guns

Day 2
SYG loses a life, then gains a life from his potion

Night 3
E. Gadd and EveningSun are wolfed. E. Gadd dies. Wolves obtain NSM$400 from him.
hoggers shoots BDS
BDS shoots mikey and MadDemon. MadDemon is protected by his vest.
SYG buys a potion
BDS buys a Guardian Angel

Day 3
Mikey loses a life.
SYG gains a life from the potion

Night 4
EveningSun is wolfed twice. She dies. Wolves obtain NSM$500 from her.
Wolves buy two guns and two vests (one for each wolf)
SYG buys a gun
mikey buys two guns
BDS buys a guardian angel
Funnygurl buys two guns

Day 4
mikey is lynched and dies. Since he's broke, no money goes to the wolves.

Night 5
Funnygurl is wolfed twice. She dies. Since she is broke after buying her items, no money goes to the wolves
hoggers shoots BDS twice. BDS is protected by his guardian angel
Funnygurl shoots MD and hoggers. Both are protected by vests.
SYG shoots hoggers. He is protected by his vest
hoggers buys a tank
Funnygurl buys two guns
SYG buys a gun
BDS buys a guardian angel

Day 5
hoggers is protected from being lynched by his tank. Therefore, SYG loses a life

Night 6
SYG is wolfed twice. He dies
hoggers shoots BDS with his tank. BDS dies
SYG shoots hoggers. He is protected by his tank
SYG buys a gun
BDS buys bribery

Analysis

This game was a mess, not in the last place due to me being a bad host. E. Gadd and EveningSun never bought any items and happened to be the two players that were wolfed first, paving the way for wolf victory. MD decided to quit for some reason and I did not have the pressence of mind to look for a replacement, so I just let hoggers control all of his non-vote actions. Because of the large amount of money they got from their wolfings, wolves were able to hide under protection for most of the game. Had any human picked up on this they could have realised that wolves would be crippled by duct tape. Humans also never took item kills into their own hands, which even if that would have killed a human, it would have left money out of the wolves hands. Also, good job revealing all items on day 2 mikey (wolves were planning on wolfing funnygurl before they knew she had a guardian angel). In general, I think a game like this just isn't working if nearly everyone, myself included, is not doing their best.
#5
TWG CXIII: Screw Strategy, We Have Money!

1. Wolf
2. Wolf


Wolves know eachother. The wolf team share their money.

Each wolf has a wolfing of his own, meaning that as long as both wolves wolf, two lives will be lost each night phase.

3. Banker - Is told the amount of money all wolf players combined have as well as the amount of money all humans have combined at the end of each night phase.
4. Businessman - Earns NSM$150 at the end of each day phase rather than NSM$100
5. Human
6. Human
7. Human
8. Human


Each player starts with 3 lives. Wolfings and lynchings each take away one life.

The wolf team starts with NSM$300. Each Human starts with NSM$200. At the end of each day phase each Human earns NSM$100 (except the Businessman who earns NSM$150 instead).
Whenever a player dies(=loses all lives) by lynching or wolfing, the wolves will steal all of the killed player's money. If the kill was an item kill, the player responsible for the killing will steal all of the killed players money (if the killed player was the first wolf player to die, only half of the wolf team's money will go to the player responsable).

During the night phase, players can buy items with their money. Passive items will only last for the next day phase and the next night phase. Active items can only be used during the next night phase unless stated otherwise. In any case all items will be useless after one day phase and one night phase after they have been bought.
list of items
Poison Dart (poisons the player shot, causing that player to lose a life at the end of the next night unless that player buys an antidote during that night. Poisoned players will be told that they are poisoned) – NSM$75

Gun (takes one life away from the player shot) – NSM$100

Bulletproof Vest (protects the player from guns and snipers, but not from wolfings and poison darts) – NSM$100

Silent Sniper (takes one lives away from the player shot, can be fired in the middle of any phase. Unless this kills that player, this loss of life will not be mentioned until the end of the next night phase (thereby blending in with other kind of life loss)) – NSM$150

Silver (protects the owner from wolfings) - NSM$150

Antidote (when bought, the player will not lose a life due to poisoning that night) – NSM$150

Bribery (Your vote counts for 2 during the next day phase) – NSM$150

Steal-an-item item (target a player upon buying the item. If that player also buys an item during the same phase, you get that item instead) – NSM$175

Guardian Angel (protects from guns, snipers, poison darts, and wolfing attempts.) – NSM$200

Potion (Restores 1 life at the end of the next day phase. Doesn't work if the player has 3 lives remaining) – NSM$200

Duct Tape (Target a player during the night phase. That player will be unable to perform any action during the next night phase. Actions include wolfing, buying an item, using an item (except duct tape) and painting. Also prevents passive items from working and if the banker is targeted it prevents him from learning the amount of money each team has and if the businessman is targeted he will only receive NSM$100 during that night phase.) – NSM$300

Super Bribery (Your vote counts for 4 during the next day phase) – NSM$300

Reflector (when targeted by a gun, a sniper or a poison dart, the shot is reflected to the user) – NSM$300

Tank (Target a player, that player will lose 3 lives. Also protects the owner from guns, snipers, poison darts, other tanks, wolfing attempts, but not from duct tape. Also prevents the owner from being lynched, in which case the player with the second most votes is lynched instead. Cannot be stolen) – NSM$500, each player can only buy one tank per game.
[close]

Wolves win when all humans are dead.
Humans win when all wolves are dead.
If there is one human alive and one wolf alive with both having one life at the start of the day phase and there is no vote manipulation, the game ends in a tie.


1. BlackDragonSlayer
2. hoggers
3. mikey
4. ShyYoshiGuy
5. E. Gadd Industries
6. Funnygurl555
7. EveningSun720
8. MadDemon

All PM's have been sent. It's now night 1. Night one ends 11:00AM PST, 12:00PM MST, 1:00PM CST, 2:00PM EST, 8:00PM CET.
#6
The Werewolf Game / TWG CXIII Player Sign Ups
May 31, 2019, 01:15:32 AM
TWG CXIII: Screw Strategy, We Have Money!

1. Wolf
2. Wolf


Wolves know eachother. The wolf team share their money.

Each wolf has a wolfing of his own, meaning that as long as both wolves wolf, two lives will be lost each night phase.

3. Banker - Is told the amount of money all wolf players combined have as well as the amount of money all humans have combined at the end of each night phase.
4. Businessman - Earns NSM$150 at the end of each day phase rather than NSM$100
5. Human
6. Human
7. Human
8. Human


Each player starts with 3 lives. Wolfings and lynchings each take away one life.

The wolf team starts with NSM$300. Each Human starts with NSM$200. At the end of each day phase each Human earns NSM$100 (except the Businessman who earns NSM$150 instead).
Whenever a player dies(=loses all lives) by lynching or wolfing, the wolves will steal all of the killed player's money. If the kill was an item kill, the player responsible for the killing will steal all of the killed players money (if the killed player was the first wolf player to die, only half of the wolf team's money will go to the player responsable).

During the night phase, players can buy items with their money. Passive items will only last for the next day phase and the next night phase. Active items can only be used during the next night phase unless stated otherwise. In any case all items will be useless after one day phase and one night phase after they have been bought.
list of items
Poison Dart (poisons the player shot, causing that player to lose a life at the end of the next night unless that player buys an antidote during that night. Poisoned players will be told that they are poisoned) – NSM$75

Gun (takes one life away from the player shot) – NSM$100

Bulletproof Vest (protects the player from guns and snipers, but not from wolfings and poison darts) – NSM$100

Sniper (takes one lives away from the player shot, can be fired in the middle of any phase) – NSM$150

Silver (protects the owner from wolfings) - NSM$150

Antidote (when bought, the player will not lose a life due to poisoning that night) – NSM$150

Bribery (Your vote counts for 2 during the next day phase) – NSM$150

Steal-an-item item (target a player upon buying the item. If that player also buys an item during the same phase, you get that item instead) – NSM$175

Guardian Angel (protects from guns, snipers, poison darts, and wolfing attempts.) – NSM$200

Potion (Restores 1 life at the end of the next day phase. Doesn't work if the player has 3 lives remaining) – NSM$200

Duct Tape (Target a player during the night phase. That player will be unable to perform any action during the next night phase. Actions include wolfing, buying an item, using an item (except duct tape) and painting. Also prevents passive items from working and if the banker is targeted it prevents him from learning the amount of money each team has and if the businessman is targeted he will only receive NSM$100 during that night phase.) – NSM$300

Super Bribery (Your vote counts for 4 during the next day phase) – NSM$300

Reflector (when targeted by a gun, a sniper or a poison dart, the shot is reflected to the user) – NSM$300

Tank (Target a player, that player will lose 3 lives. Also protects the owner from guns, snipers, poison darts, other tanks, wolfing attempts, but not from duct tape. Also prevents the owner from being lynched, in which case the player with the second most votes is lynched instead. Cannot be stolen) – NSM$500, each player can only buy one tank per game.
[close]

Wolves win when all humans are dead.
Humans win when all wolves are dead.
If there is one human alive and one wolf alive with both having one life at the start of the day phase and there is no vote manipulation, the game ends in a tie.


1. BlackDragonSlayer
2. hoggers
3. mikey
4. ShyYoshiGuy
5. E. Gadd Industries
6. Funnygurl555
7. EveningSun720
8. MadDemon
#7
Fascists win.

Role Reveal:


BDS - Hitler
nana1popo2 - Liberal
mikey - Fascist
brawler - Liberal
SYG - Liberal
Olimar - Liberal
Brainy - Fascist

Policies:

SYG gets 3 liberal policies. He discards one, Olimar discards one.
Brainy gets 2 fascist policies and 1 liberal policy. He discards the liberal policy. mikey discards a fascist policy.
BDS gets 2 fascist policies and 1 liberal policy. He discards the liberal policy. Olimar decides to screw the rules and not discard any policy. After giving him another 24 hours in case he forgot, I decide to just auto discard for him since the policies are the same anyway.
Brawler gets 2 fascist policies and 1 liberal policy. He discards a fascist policy. n1p1 also discards a fascist policy.
Olimar gets 3 fascist policies. He discards one, brainy discards one.

Analysis

The problem with Secret Hitler (aside from the added problem of playing the game online with a host from a different time zone, causing the game to go on for way to long) is that the game can end by the time it gets interesting if Hitler becomes chancelor immediately or if he is killed immediately. In essence, the only desicion of importance in this game was Brawler nominating BDS as chancelor. Credit where credit is due, this was due to BDS succesfully reverse-psychologying Brawler by being way to suspicious to be Hitler. Needless to say, BDS gets mvp.

I do think Secret Hitler can work on a forum with this ruleset, but only if the host and the players are in the same timezones, so the early phases only take a couple of hours rather than 24 each.
#8
TWG CXI: How Do I Title This Game Without Offending Anyone?

7 players

This is not quite a werewolf game, but a similar secret identity game. As such, there will be no wolfings and lynchings

1 Hitler
2 Fascists


Fascists know each other and who Hitler is. Hitler does not know who the Fascists are

4 Liberals

Rather than day and night phases, this game has a Nomination Phase (24 hours), an Election Phase (48 hours), a Legislation Phase (48 hours) and an Executive Action Phase (24 hours). Phases will end early if all actions during that phase have been executed.

There is also a deck of 17 policy cards, consisting of 6 Liberal Policies and 11 Fascist Policies, which is randomnized. Enacting a certain number of these policies is one of the win conditions in this game.

At the start of the game, a random player becomes the Presidential Candidate. It is publicly revealed who is the Presidential Candidate



Nomination Phase

At the start of the Nomination Phase (except the first one) the player following the previous Presidential Candidate on the player list becomes Presidential Candidate

During the Nomination Phase the Presidential Candidate nominates a Chancelor Candidate by bolding that player's name in the topic.

The Presidential Candidate cannot nominate himself. He can also not nominate the current President or the current Chancelor

Afterwards, the game continues to the Election phase



Election Phase

During the Election Phase, all players, including the candidates, state wether they want these candidates to be the next government, by voting yes or no. This vote can be placed either in a PM or in the topic, but at the end of the phase, everyones vote is revealed publicly. Insta's do not apply, and votes cannot be changed.

If the majority votes yes, the Presidential Candidate becomes the President and the Chancelor Candidate becomes the Chancelor. The govenments failed counter resets to 0. The game then moves on to the Legislation Phase.

If the majority votes no or if there is a tie, no new government is elected, and the government failed counter goes up by 1. If the government failed counter reaches 3, it resets to 0, the President and the Chancelor lose their titles, and the top card of the policy deck is enacted. If a Fascist Policy is enacted, no power is given to the President, and the game does not move on to the Executive Action Phase. Regardless of the current goverment failed counter, the game moves on to the Nomination Phase (Legislation Phase and Executive Action Phase are skipped).



Legislation Phase

During the Legislation Phase, neither the President nor the Chancelor are allowed to communicate with other players. This means they cannot post in the Topic (except for vetoing), cannot send PM's (except to the host) and cannot participate in the discord server .

At the start of the Legislation phase, the President is dealt the top 3 cards of the Policy deck by PM from the Host.

Within the first 24 hours of the Legislation Phase, the President discards one of these Policies face-down (by PM'ing the host).

The host then sends the remaining two policies to the Chancelor by PM.

The Chancelor then discards another one of the Policies face-down (by PM'ing the host). If the Chancelor has veto power, he may also bold in the topic: I wish to veto these policies. If the President then PM's the host saying that he agrees to the veto, both policies are discarded and no policies are enacted.

At the end of the phase, the host publicly reveals which policy wasn't discarded and that policy is enacted. If a Fascist Policy is enacted (except for the first one), the game moves on to the Executive Action Phase. Otherwise, that phase is skipped and the game moves on to the next Nomination Phase.



Executive Action Phase

During the Executive Action Phase, the President gains a power that he can use during this phase by bolding the name of the target in the topic. The kind of power depends on the number of Fascist Policies enacted.

1 Fascist Policy: Nothing
2 Fascist Policies: Seer (cannot be the player that was seered before)
3 Fascist Policies: Special Election*
4 Fascist Policies: Vigi
5 Fascist Policies: Vigi. Also, the Chancelor permanently gains veto power

*Special Election means that the President choses the next Presidential Candidate rather than it being random. This Presidential Candidate can nominate anyone but himself as Chancelor Candidate, even the President or the Chancelor. The Presidential Candidate thereafter is the player following the President that gained the Special Election power.



There are no cardflips in this game.
If at any point there are less than three cards in the policy deck, those cards are shuffled together with the discarded policies to form the new policy deck.


Win Conditions

Liberals win by enacting 5 Liberal Policies, or by killing Hitler.
Fascists and Hitler win by enacting 6 Fascist Policies or when Hitler becomes Chancelor and at least 3 Fascist Policies have been enacted.



1. BlackDragonSlayer
2. Brawler4Ever
3. Olimar12345
4. mikey
5. Nana1Popo2
6. ShyYoshiGuy Presidential Candidate
7. BrainyLucario

Failed Governments: 0

Liberal Policies enacted: 0
Fascist Policies enacted: 0

All PM's have been send, ShyYoshi Guy is the first Presidential Candidate. It's now Nomination Phase 1. Nomination Phase 1 ends at latest November 9th 1:00AM PST, 2:00AM MST,  3:00AM CST, 4:00AM EST, 10:00AM CET. That's about 24 and a half hours from now.
#9
The Werewolf Game / TWG CXI Player Sign-Ups
November 04, 2018, 01:50:59 AM
TWG CXI: How Do I Title This Game Without Offending Anyone?

7 to 10 players

This is not quite a werewolf game, but a similar secret identity game. As such, there will be no wolfings and lynchings

1 Hitler
2-3 Fascists


Fascists know each other and who Hitler is. Hitler does not know who the Fascists are

4-6 Liberals

Rather than day and night phases, this game has a Nomination Phase (24 hours), an Election Phase (48 hours), a Legislation Phase (48 hours) and an Executive Action Phase (24 hours). Phases will end early if all actions during that phase have been executed.

There is also a deck of 17 policy cards, consisting of 6 Liberal Policies and 11 Fascist Policies, which is randomnized. Enacting a certain number of these policies is one of the win conditions in this game.

At the start of the game, a random player becomes the Presidential Candidate. It is publicly revealed who is the Presidential Candidate



Nomination Phase

At the start of the Nomination Phase (except the first one) the player following the previous Presidential Candidate on the player list becomes Presidential Candidate

During the Nomination Phase the Presidential Candidate nominates a Chancelor Candidate by bolding that player's name in the topic.

The Presidential Candidate cannot nominate himself. He can also not nominate the current President or the current Chancelor

Afterwards, the game continues to the Election phase



Election Phase

During the Election Phase, all players, including the candidates, state wether they want these candidates to be the next government, by voting yes or no. This vote can be placed either in a PM or in the topic, but at the end of the phase, everyones vote is revealed publicly. Insta's do not apply, and votes cannot be changed.

If the majority votes yes, the Presidential Candidate becomes the President and the Chancelor Candidate becomes the Chancelor. The govenments failed counter resets to 0. The game then moves on to the Legislation Phase.

If the majority votes no or if there is a tie, no new government is elected, and the government failed counter goes up by 1. If the government failed counter reaches 3, it resets to 0, the President and the Chancelor lose their titles, and the top card of the policy deck is enacted. If a Fascist Policy is enacted, no power is given to the President, and the game does not move on to the Executive Action Phase. Regardless of the current goverment failed counter, the game moves on to the Nomination Phase (Legislation Phase and Executive Action Phase are skipped).



Legislation Phase

During the Legislation Phase, neither the President nor the Chancelor are allowed to communicate with other players. This means they cannot post in the Topic (except for vetoing), cannot send PM's (except to the host) and cannot participate in the discord server .

At the start of the Legislation phase, the President is dealt the top 3 cards of the Policy deck by PM from the Host.

Within the first 24 hours of the Legislation Phase, the President discards one of these Policies face-down (by PM'ing the host).

The host then sends the remaining two policies to the Chancelor by PM.

The Chancelor then discards another one of the Policies face-down (by PM'ing the host). If the Chancelor has veto power, he may also bold in the topic: I wish to veto these policies. If the President then PM's the host saying that he agrees to the veto, both policies are discarded and no policies are enacted.

At the end of the phase, the host publicly reveals which policy wasn't discarded and that policy is enacted. If a Fascist Policy is enacted (except for the first one with 7-8 players), the game moves on to the Executive Action Phase. Otherwise, that phase is skipped and the game moves on to the next Nomination Phase.



Executive Action Phase

During the Executive Action Phase, the President gains a power that he can use during this phase by bolding the name of the target in the topic. The kind of power depends on the number of Fascist Policies enacted.

1 Fascist Policy: Seer (9-10 players)/Nothing (7-8 players)
2 Fascist Policies: Seer (cannot be the player that was seered before)
3 Fascist Policies: Special Election*
4 Fascist Policies: Vigi
5 Fascist Policies: Vigi. Also, the Chancelor permanently gains veto power

*Special Election means that the President choses the next Presidential Candidate rather than it being random. This Presidential Candidate can nominate anyone but himself as Chancelor Candidate, even the President or the Chancelor. The Presidential Candidate thereafter is the player following the President that gained the Special Election power.



There are no cardflips in this game.
If at any point there are less than three cards in the policy deck, those cards are shuffled together with the discarded policies to form the new policy deck.


Win Conditions

Liberals win by enacting 5 Liberal Policies, or by killing Hitler.
Fascists and Hitler win by enacting 6 Fascist Policies or when Hitler becomes Chancelor and at least 3 Fascist Policies have been enacted.



1. BlackDragonSlayer
2. Brawler4Ever
3. Olimar12345
4. mikey
5. Nana1Popo2
6. ShyYoshiGuy
7. BrainyLucario
#10
The Werewolf Game / TWG CXI Host Sign-Ups
October 29, 2018, 01:47:24 AM
in

Potential hosts should post their games before Thursday November 1st 10:00 AM CET

Potential Hosts:
1. davy
2. Olimar
#11
The Werewolf Game / TWG CX Host Sign-ups
August 02, 2018, 04:05:36 AM
Games should be for about 6 to 8 players.

Potential Hosts

1. ThatHiddenCharacter
2. mikey
#12
The Werewolf Game / TWG CV Host Sign-Ups
April 24, 2018, 03:03:38 PM
Potential hosts should make their games for around 9 players.
#13
The Werewolf Game / TWG CIV Sign-ups
April 09, 2018, 04:50:18 AM
In for hosting only.

1. Maelstrom
2. Olimar12345
3. Trasdegi
4. ThatHiddenCharacter
5. BrainyLucario
6. Toby
7. Dudeman
8. BlackDragonSlayer
9. blueflower999
10. mikey (for Toby's game)

Replacements:

1. E. Gadd Industries

Potential hosts

1. davy
2. Olimar12345
3. BrainyLucario
4. Toby
#14
The Werewolf Game / TWG CI Sign-Ups
March 04, 2018, 06:32:45 AM
In, also in for hosting with my game from last sign-ups.

1. davy
2. Trasdegi
3. ThatHiddenCharacter
4. Olimar12345
5. BrainyLucario
6. mikey
7. E. Gadd Industries
8. FireArrow
9. MaestroUGC
10. Dudeman
11. BlackDragonSlayer
12. Maelstrom
13. TheZeldaPianist
14. Supernova_b
15. blueflower999

Potential hosts:

1. davy
2. BrainyLucario
3. MaestroUGC
4. FireArrow
5. BlackDragonSlayer
#15
The Werewolf Game / TWG C Sign-Ups
February 08, 2018, 04:23:47 AM
Waiting until summer is for the weak.

In for playing and hosting.

I also have a great idea for this TWG, but I'll need some time to write the game, so I'll post it tomorrow.

1. davy
2. ThatHiddenCharacter
3. BrainyLucario
4. SuperMarina
5. Olimar12345
6. mikey
7. Dudeman
8. BlackDragonSlayer
9. MaestroUGC
10. Trasdegi
11. raeko
12. E. Gadd Industries
13. MasterSuperFan
14. Lkjhgfdsa_77
15. Bubbles
16. Maelstrom
17. FireArrow
18. ThiccWifeSiccLife
19. TheZeldaPianist

Potential hosts:

davy
raeko
BDS
mikey
#16
The Werewolf Game / TWG XCVIII player sign-ups
November 28, 2017, 10:14:27 AM
Not in this time.

1. BrainyLucario
2. Trasdegi
3. BlackDragonSlayer
4. Olimar12345
5. Nakah
6. FireArrow (if it starts after his finals).
#17
The Werewolf Game / TWG XCVII: Heigh Ho!
October 02, 2017, 07:32:31 AM
TWG XCVII: Heigh Ho!

Backstory: A group of dwarfs is mining for gold. Unfortunately, among the dwarfs are saboteurs, who are getting paid for making the miners fail.

1. Saboteur
2. Saboteur

3. Miner
4. Miner
5. Miner
6. Miner
7. Miner


One of these seven roles is randomly removed before the start of the game, meaning that there are either 1 Saboteur and 5 Miners, or 2 Saboteurs and 4 Miners. Saboteurs don't know each other.



(the top left corner of the grid is A1)

There are three goal cards (located on K3, K5 and K7 on the grid), but only one of them (at random) contains the gold. The miners try to make a path from the start card (located on C5 on the grid), to the goal card with the gold. The saboteurs try to prevent the miners from obtaining the gold.

There is a deck of 67 cards containing 40 path cards and 27 action cards. At the start of the game, every player gets 5 of those cards at random from the host. You are not allowed to reveal the cards in your hand. If you break this rule by accident, then on your next turn, you have to pass and discard the card you revealed. If you reveal multiple cards, then you have to continue to pass and discard until you have discarded all the cards that you revealed.

One player chosen at random gets the first turn. Afterwards it is the next player in sign-ups order's turn.

In your turn, you can do one of three things (by posting the relevant action in the topic):

1. Play a Path Card. When playing a Path Card, state what kind of path card you are playing (see list of Path Cards), whether you play the card upside-down or not and on what cell on the grid you are playing it. A player may only play a path card if the paths on that card connect to any path card already in play, and all paths on that path card connect to the paths in the adjacent cells. At the start, it is only possible to play path cards on B5, C4, C6 and D5, because then they wold connect to one of the four paths of the start card. A player may turn a path card 180 degrees before playing it, but not 90 or 270 degrees.

List of Path Cards

2. Play an action card. There are four kinds of action cards:

-Damage Equipment. These come in three varieties: Damage Mattock (3x), Damage Lantern (3x) and Damage Mine Cart (3x). When playing one of these cards, you select one player, which will than have that piece of equipment damaged. As long as a player has damaged equipment, they will be unable to play path cards during their turn (therefore, they have to play action cards or pass). A player may only have one of each kind of damaged equipment at a time (so a player can have both damaged mattock and damaged lantern but not two damaged mattocks).

-Repair Equipment. These come in six varieties: Repair Mattock (2x), Repair Lantern (2x), Repair Mine Cart (2x), Repair Mattock OR Mine Cart (1x), Repair Mattock OR Lantern (1x) and Repair Lantern OR Mine Cart (1x). When playing one of these cards, you select a player that has the relevant damaged equipment, and repair that players equipment. Afterwards, both the Damage Equipment card and the Repair Equipment card go face-up to the discard pile. If that player has no damaged equipment after that Damage Equipment card is discarded, that player will be able to play path cards again. Each repair equipment card can only repair one equipment at a time.

-Rockfall (3x). When playing Rockfall, the player selects one path card on the grid (other than the start and goal cards) and discards it face up, together with the Rockfall card.

-Reconnaissance (6x). When playing Reconnaissance, the player choses one of the goal cards, and then recieves a PM from the host telling him whether or not that card contains the gold.

3. Pass. If a player passes, he must discard a card face-down (PM the host what card you discarded), unless that player has no cards left in hand.

After your turn ends, but before you can start your next turn, you will recieve a new card from the deck by PM from the host (unless the deck is out of cards).

When a player plays a path card so that an uninterrupted path between the start card and one of the goal cards is created, the goal card is revealed in the topic by the host (as long as the host doesn't reveal the goal card, the game can't continue). If that goal card does not contain the gold, the card may be turned upside down to create a path to the path card connecting to it (these goal cards are path cards. One of them is of type F and the other one of type G), and the game continues. If the goal card does contain the gold, the round is over and the Miners win.

If there are no cards left in the deck and no player can play anymore cards, the round is also over and the Saboteurs win.

At the end of the round, the roles of all players are revealed.

There are 28 gold cards (which are not part of the deck). 4 of them contain 3 gold, 8 of them contain 2 gold and the other 16 contain 1 gold.

If the Miners win, the player that played the last card is given 6 gold cards at random by PM from the host. That player picks one of them secretly, then PM's the rest of the gold cards to the next Miner in reverse sign-up order (Make sure not to include the PM from the host in this PM, since sharing PM's from the host is forbidden). This continues untill all 6 cards have been picked by a player.

If the Saboteurs win, they each earn 3 gold (One 2 gold card and one 1 gold cards, in principle. If we run out of 2 gold cards, they get three 1 gold cards instead. If we run out of 1 gold cards, they get a 3 gold card instead). If there was only one Saboteur, that player earns 4 gold instead ((One 2 gold card and two 1 gold cards, in principle. If we run out of 2 gold cards, they get four 1 gold cards instead. If we run out of 1 gold cards, they get two 2 gold cards instead).

In principle, this game is played with three rounds. For the next round, players keep their gold cards, but get a new role, the deck is randomnized again with all 67 cards, the goal card containing the gold is selected randomly again and players get a new hand of 5 cards. The player after the player that played the last card the previous round gets the first turn in the new round. However, since I'm not sure how long this is going to take, I may end the game after two rounds or even one round.

The player with the most gold at the end of the game wins. If multiple players have the same amount of gold all of them win.



1. BrainyLucario
2. Trasdegi
3. Dudeman
4. BlackDragonSlayer
5. E. Gadd Industries
6. Olimar12345

Replacment: Dude

All PM's have been sent. The game has started. E. Gadd Industries takes the first turn.
#18
The Werewolf Game / TWG XCVII Sign Ups
September 26, 2017, 03:14:16 AM
In for playing and hosting.

1. davy
2. BrainyLucario
3. Trasdegi
4. ThatHiddenCharacter
5. Dudeman
6. BlackDragonSlayer
7. blueflower999

Potential hosts:
davy
BrainyLucario
#19
The Werewolf Game / TWG XCV Sign Ups
August 26, 2017, 02:15:19 AM
In

1. davy
2. Trasdegi
3. BlackDragonSlayer
4. NocturneOfShadow
5. Olimar12345
6. BrainyLucario
7. ThatHiddenCharacter
8. mastersuperfan
#20
Congratulations, Humans.

Role Reveal:
Olimar: Inactivity
mastersuperfan: Player
NocturneOfShadow: Player
BlackDragonSlayer: Host
Trasdegi: Player
BrainyLucario: Breakin the Rules
Dudeman: Player
E. Gadd Industries: TWC

Phase by phase actions:

Night 1:
Olimar makes Nocturne go inactive.
E. Gadd bans Brainy
BDS convinces E. Gadd to keep playing.

Day 1: Dudeman is lynched.

Night 2:
Olimar makes BDS go inactive.
E. Gadd bans Nocturne.
BDS convinces Olimar to keep playing.

Day 2: Trasdegi is insta'd.

Night 3:
Olimar makes msf go inactive.
E. Gadd bans Olimar.
BDS convinces E. Gadd to keep playing.

Analysis/Comments:

Nocturne, I appreciate the activity you brought with your fake claim, but seriously, what were you expecting to achieve with that? You were the first to point out your suspicions of Brainy, so kudos for that. Brainy was unfortunately killed at the start of the game for a couple of wolfy posts that he made. E. Gadd was basicly just following what the other player or BDS were telling him to do, but it won humans the game, so I can't really hold it against him. Dudeman went after Nocturne just a bit too eagerly which got him killed. BDS played a good special game, not revealing his role when Nocturne was fake claiming it, and leading the lynch after revealing his role. Trasdegi andmsf both played good human games, discussing their suspicions while not being really suspicious themselves. msf even had everyone convinced he was human. Finally Olimar played a really good wolf game, never actually being figured out and only getting lynched by process of elimination (and because everyone was convinced msf was human). The only mistake I would say you made was inactivating Nocturne night 1, since you needed inactive players alive in order to win. Aside from that, you played really well so I grant you mvp.

This game didn't really work as well as I had hoped since by day 2, it was either a wolf victory or humans would win by process of elimination. This was partly due to humans hitting one of the wolves immediately, partly because the humans decided to vigi every night and partly due to the game's design. Nevertheless, I hope you guys enjoyed it. I was really pleased with the activity at the start of the game, and it was nice to have a game where every player was playing, for once.