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Old 05-10-2006, 10:29 PM   #2
littlemanpoet
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Join Date: Jan 2002
Location: The Edge of Faerie
Posts: 7,066
littlemanpoet is battling Black Riders on Weathertop.littlemanpoet is battling Black Riders on Weathertop.
The Rules

Dueling Wizards Werewolf Rules

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. Neither wizard can be killed, except by each other.

The game begins with a Night phase.

Evil Wizard: each Night the evil wizard picks a villager to curse as a werewolf. The new werewolf is immediately informed and the mod requests a kill choice, which the werewolf provides by the end of the 24 hours. On the first Night of the game, the Evil Wizard chooses three werewolves; thereafter s/he chooses one per Night.

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 PMs back to each werewolf about the others' choices, and serves as a go-between until the werewolves have come to a majority choice.

{**First, the werewolves place their individual nominees before the Evil team sub-mod. The sub-mod informs the EW & werewolves of all nominees. The werewolves then pick from amongst the nominees until there is a consensus for the Night as to whom to kill. If there is not unanimity, the kill will be based on majority votes. If no majority has been established by the end of the Night, the EW will choose from among the nominees. The EW may overrule all of the nominees (but should be cautious about doing so), and informs the Evil team sub-mod when s/he does so; the sob-mod then informs the werewolves and gives a summary of the EW's reason(s) for the overrule, if the EW wants to give one.}

If the werewolves happen to pick the EW or a werewolf, ALL will be told to pick another kill.

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, and the werewolves are told to make a different pick. 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. In a 20 or more player game, if there are 4 to 6 werewolves, there are 2 kills per Night; if there are 7 or more werewolves, there are 3 kills per Night.

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 during any Day.

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 call out the evil wizard to battle during any Day, 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. A newly assigned gifted may immediately function in the gift the same Night. If a gifted is killed, the gift may be assigned to another innocent. The new assignment is made via the nightly scry.

NOTE: There may only be one seer at a time, one ranger at a time, and one hunter at a time.

The good wizard may choose to inform one or more gifteds who one or more of the gifteds are.

The good wizard and gifteds may PM during the Day. The good wizard may withhold from, or divulge information to, the gifteds as the good wizard sees fit. All PMs between gifteds and good wizard must pass through the good team sub-moderator. The gifteds do not know who each other is unless the good wizard tells them.

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, no werebears, and no cobblers.

If the good wizard and the evil wizard choose the same previously innocent villager on the same Night, the two wizards discover each other's identity by means of the contest. Since the evil wizard still wants a werewolf, the good wizard must choose whether to let the villager die as a casualty of the wrenching experience of the contest, or let the villager survive and become a werewolf.

Just to be perfectly clear: a wizard battle always results in the death of both wizards, and may only happen during the Day. Once both wizards are dead, the werewolf game reverts to classic rules: no PMing between gifteds during the Day.

There is a vote for lynching every Day. If there is a tie vote, then the first player to have received that many votes, is lynched. 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 following Day. A 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 24 hours; if such a time frame proves somehow unworkable, it may be changed (with notice of course!) during the game.

Order of Night Activities:
1. Evil wizard picks whom to curse.
2. Good wizard pickes whom to scry.
3. Affected players are informed of results of #1 & #2 (if both wizards pick same villager, this phase gets longer but is completed before the next phase begins).
4. Ranger picks whom to save.
5. Seer picks whom to dream.
6. Hunter picks whom to hunt.
7. Werewolves pick whom to kill.
Note: Steps 4 - 7 can happen simultaneously, but will be recorded by the moderator in the order as listed so as to keep the game straight.

Miscellaneous Rulings:
*There are no multiple lynchings.
*A killed or lynched persons previous roles will not be revealed until the game is over.
*Regarding player etiquette: Accusations and suspicions are what the game of werewolf is all about, and that's why we play. This sometimes includes insults which must be considered as 'all in fun' (using appropriate 'smilies' helps to show that it's all in fun); however, there are limits that must not be crossed: if your gameplaying insults are beyond the pale (you're going to have to accept the moderator's judgment on this), you will be considered to have gone overboard. Therefore, anyone going overboard will get a PM from the moderator with a warning to use better etiquette. Any player that "goes overboard" a second time, will be summarily removed from the game with no death narrative. As one of the Wise once said: "It's only a game - don't be offended, but it's only a game - don't be offensive."
*The seer may dream of the same person more than once. The Ranger may NOT defend the same person two Nights in a row; but may defend the same person every OTHER Night.
*The Hunter may kill (and be killed) either by being killed by a 'picked' werewolf, or when lynched.
*No retractable votes.
*When a player dies, the identity and last role of the player will be named, but previous roles will not.
*References to past werewolf games may be made as follows: "My werewolf lorebook(s) say(s) ....."
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