Dueling Wizards Werewolf Game Described
There are two wizards, and no other gifted at the beginning of the game, which must have a minimum of 20 players, and an arbitrary maximum (first time) of 30. The two wizard roles are assigned from a list of volunteers who are willing to play the roles.
The two wizards don't know who each other are. One is evil, one is good.
Evil Wizard: each Night the evil wizard picks a villager to curse as a werewolf, or werebear (only one), or cobbler (only one). The new werewolf is immediately informed and the mod requests a kill choice, which the werewolf provides by the end of the 24 hours.
The werewolves do not know each other's identity because while they are werewolves at Night, they cannot detect the identities underlying the curses. When there are multiple werewolves, and they make differing kill choices, the person with the most werewolf "votes" is killed. If there is a tie, the sub-mod for the evil wizard (smfew) PMs back to each werewolf about the others' choices, and serves as a go-between until the werewolves have come to a majority choice.
Note: Werewolves do not PM each other and therefore cannot debate with each other; thus, they are not going to find out each others' identities. If in some odd circumstance, a werewolf gets the most votes for the werewolf kill, the evil wizard has the right to overrule the choice. If in some even odder circumstance, the werewolves choose the evil wizard as their kill, the evil wizard of course has the right to overrule their choice.
If the evil wizard chooses a gifted villager to curse, the gifted villager loses the gift but does not turn into a werewolf ... this time. The good wizard is informed of the loss of the gifting.
If the evil wizard picks the good wizard at Night, he is informed that he has discovered the good wizard, and has the option from then on to call out the good wizard to battle.
The evil wizard may choose to inform one or more werewolves who one or more other werewolves are; but this is a risky option and should be used with great care, considering the possible consequences.
The evil wizard is allowed to lie to his were-creatures.
Good Wizard: each Night the good wizard picks a villager to scry.
1. If the good wizard scries the evil wizard, the good wizard is informed of that, and can at any time thereafter, call out the evil wizard to battle, which results in the death of both wizards.
2. If the good wizard scries a werewolf, the werewolf is turned back into an innocent by the good wizard's power.
3. If the good wizard finds an innocent, the good wizard has the option of turning that innocent into a gifted, the choices being seer, ranger, and hunter. If a gifted is de-gifted by the evil wizard's curse, the good wizard may assign that gift to another. If a gifted is killed, the gift may no longer be assigned.
The good wizard may choose to inform one or more gifteds who one or more of the gifteds are.
The gifteds know who the good wizard is; the good wizard may PM the gifteds during the Day, and the gifteds may PM the good wizard during the Day. They do not know who each other is unless the good wizard tells them. (why wouldn't the good wizard tell the gifteds who each other is?)
The good wizard is allowed to mis-inform and/or withhold information from his gifteds.
The evil wizard and werewolves win when the werewolves equal or exceed the number of innocents. The villagers and good wizard win when there is no evil wizard left, and no werewolves left.
There are no shirriffs.
If the good wizard and the evil wizard choose the same previously innocent villager on the same Night, that person dies from the struggle; the result being that neither wizard added a player to her/his side.
Just to be perfectly clear: a wizard battle always results in the death of both wizards.
There is a vote for lynching every Day. If a wizard is voted to be lynched, he will be lynched but cannot die that way, and is thus forced to declare himself, and the opposing wizard can call him/her out for a wizard battle. The wizard cannot be killed by lynching; instead, nobody dies that Day.
If the evil wizard dies, the werewolves are informed of each other's identity, and revert from there on to traditional werewolf group dynamics.
Each Day and Night will be 48 hours long instead of 24 hours; if such a time frame proves somehow unworkable, it may be changed (with notice of course!) during the game.
There. I think that's all the rules I can think of. Are there any holes? Problems? Difficulties? Please let me know. I hope to spring this upon the Dead relatively soon.
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