[TWG2] Game Rules (consolidated)

Ronin Storm

Administrator
Staff member
On request, here are the consolidated rules for TWG2. Any omissions, errors or questions please let me know either in reply or via PM. Thanks.

Rules removed are [strike]struck out in red[/strike] and rules added/clarified through questions are in green.


Starting Out...

The game is set in Havenburg, a provincial town, population of a couple of hundred people. The player characters (PCs, you guys!) are the "important" people in this town; not necessarily those in power but those who have the prime influence over Havenburg's destiny.

Prior to play, the first night will occur. During the first night, a death will occur but that death will be a non-player character (NPC).

Play will start on the first day (on Wed 25th April, around 11:00 BST).


Votes and Vetos

There's not much information available on the first day and, after all, the first death was just some NPC... so, for the first day only, PCs may choose to cast a "no lynch" vote. If the "no lynch" votes win then there will be no lynching on the first day.

Every day, everyone (alive) must vote one way or another: no abstentions.

Once per PC throughout the entire game, a player may cast a "veto". Each veto cast nullifies a vote for lynching that PC that day. If only one PC was in the running and they receive zero (or less) votes then no one is lynched that evening.

You only get one veto per game. Moreover, you can only use your veto for someone else, not in (direct) self-preservation. I hope this encourages vote bartering and such rather than holding one's veto 'til you are in danger.

Otherwise, the PC who has the highest number of votes is lynched.

At the point a lynch vote is tied, I'll make it a coin toss between them (or equivalent three/four way random choice system). I can imagine the townspeople doing the same.

When PCs are killed, their nature will not be revealed. A Wolf lynched could just as easily be an Innocent and vice versa. Fortunately, some among the Innocents can divine the truth of the matter...

After the first day, votes must all be for a PC or a veto. If a PC fails to vote for two consecutive days then they are dead and their spirit is destroyed (so they also cannot be played as a Ghost... see below).

Wolf attack votes will be in private, via email/MSN/Xfire to me. Townsperson lynching votes will be made publicly, in bold, in the thread, exactly as with elD's version.


Winning & Losing

If, at the end of a day, all the Wolves are dead [strike](excluding the Kinfolk)[/strike], the Innocents win.

If, at the end of the night, the Wolves equal or outnumber the remaining Innocents [strike](excluding the Kinfolk)[/strike], the Wolves win.


Roles

Each role states its affiliation after it in parenthesis, either "Wolf", "Innocent" or "Varies".

There is only [strike]one Kinfolk[/strike], one Seer, one Occultist, one Blessed One, one Night Watch Captain and three Wolves. The rest are Innocents.

There is one Mayor, who might be an Innocent, [strike]Kinfolk[/strike] or Wolf. The Mayor is not the Seer, Occultist, Night Watch Captain or Blessed One. Basically, the Mayor "power" doesn't feel appropriate to stack with any other power.



Overt Roles

Overt roles are revealed at the beginning of the game. Being known has its advantages and disadvantages...


The Mayor (Varies)

Each day the Mayor has two votes. Both votes must be cast in the same way, at the same PC. The Mayor still only has one veto, however.

If the Mayor is an Innocent, this is his only role. However, if the Mayor is a Wolf [strike]or Kinfolk[/strike] then this role is in addition to his clandestine role.


The Night Watch Captain (Innocent)

Each night, the Night Watch Captain can choose to do one of the following:

  1. Barricade himself in the watch barracks.
    • If the wolves attack him in this state then he will survive the night but the watch barracks is laid to waste and he cannot do this again.
  2. Nominate a PC to protect that night.
    • If the wolves attack the nominated PC, that PC survives as does the Night Watch Captain.
    • However, if the wolves attack the Night Watch Captain directly while he's protecting someone else, then the Night Watch Captain is killed. The Night Watch Captain's protectee survives, however (at least that night).

If the Night Watch Captain survives, in either case, he will know the number of remaining Wolves but not their identities.


The Ghosts (Varies)

It is said that violent deaths and unfinished business bind a man's spirit to the mortal world. The spirits of those lynched by the townspeople or torn apart by the wolves remain in Havenburg for two more days and nights to continue their crusade for good or evil. However, the town's charter is quite clear that only mortal men may vote or veto, so Ghosts have no final say in who is lynched that day. Once dead, the PC loses all their other powers, if ever they had any.

In other words, once dead, a player can still contribute to the discussion during the day as an apparition of themselves. However, they cannot vote or veto or use any other powers. Death at the hands of the Wolves is traumatic and, as such, a Ghost does not know how many Wolves attacked them, with the possible exception of the Night Watch Captain.

After their two days of haunting has passed, the Ghost fades away and may no longer contribute to the discussions.

Ghosts who abuse their ability to continue to contribute may find themselves sucked into oblivion...


Covert Roles

Covert roles are assigned at the beginning of the game but secretly so that only the player who receives the role knows who they are.


The Wolves (Wolf)

By day, a Wolf appears to be a normal townsperson. Each night, each Wolf votes for who the pack should try to kill. The PC with the most votes will be attacked... and probably killed without intervention. There are three Wolves in the pack. The pack is ranked Alpha, Beta and Omega from highest to lowest. The ranking has the following effects:

  1. A lower ranked wolf cannot vote to lynch a higher ranked wolf.
  2. In the event of a tie on who the pack should attack, the highest (remaining) ranked wolf chooses the result of the tie.

Wolves know each other [strike]but do not know who the Kinfolk is[/strike].

The Wolves attack as a pack. As such, if the person they attack survives then their remaining number is known.


The Seer (Innocent)

Each night the Seer may choose a (living) PC and then scry them in order to ascertain their nature: Innocent or Wolf. If the Seer survives 'til morning, he will know the nature of his target.

In answer to a question: the Seer only detects "Innocent" and "Wolf". This applies no matter which PC they scry. The Occultist shows Innocent. The Kinfolk shows Innocent too.

In answer to a question: they will just be told "Wolf", not the their pack rank.[/quote]


[strike]The Kinfolk (Wolf)

Neither Wolf nor Innocent know but your great grandfather was a Wolf and you have inherited the blood... but not enough to change. Still, you feel a deep, abiding attachment to the plight of the Wolves. If the Wolves win, so do you. If the Innocents win, you lose (though you may survive regardless). You do not count towards the number of Wolves remaining, however -- they must overpower the village themselves.

To the Seer, you appear Innocent as you do not change. However, death strips us of all masks, so to the Occultist you appear as Kinfolk.[/strike]



The Occultist (Innocent)

Each night, you may perform an ancient ritual, scribed in one of your secret books, to ascertain the true nature of one of the remaining Ghosts: Wolf, [strike]Kinfolk[/strike] or Innocent. [strike]Unfortunately, the Ghost you choose will then know your true nature too...[/strike] The Ghost will know that they have been interrogated but not who did the interrogation.

Ghosts that have faded away, or been cast into oblivion, are beyond your reach.

In answer to a question: the role of the Blessed One will be revealed to the Blessed One and the Wolves if the Wolves attack the Blessed One but only in the event that the Wolves' attack would otherwise have been successful.

If the Night Watch Captain is protecting the Blessed One on the night the Wolves attack the Blessed One, the Blessed One's role is not revealed because the Night Watch Captain intervenes first.

Aside from that, the Blessed One appears as Innocent to both the Seer and the Occultist.

So, generally, there is no way to verify claims of being the Blessed One. By day, to the townspeople, he's just another guy...



Secret Roles

Secret roles are not declared to anyone at the beginning of the game. They may become apparent through the course of the game.


The Blessed One (Innocent)

You do not know it but you are divinely protected from the attacks of evil creatures. If the Wolves successfully attack you overnight they find their claws and teeth entirely ineffective, as if you were made of metal or as insubstantial as air; they cannot kill you, no matter what they try, such is the divine protection that envelopes you. Unfortunately, your fellow Innocents are not affected by this aura of protection and can lynch you just as anyone else.

Unfortunately, the Blessed One is so terrified when they're attacked that they have no recollection of how many Wolves attacked them. However, if the Wolves should (madly, as they know who he is) attack the Blessed One again then the second and subsequent attacks will reveal the pack's numbers to the Blessed One.


Communicating Secretly With Me

Rather than using PMs to communicate with me for overnight actions, please can everyone use one of the following methods of contacting me:

  • Email to roninstormnospam [@] ronin [.] org [.] uk (remove the bit in red for the real address)
  • MSN (in my profile)
  • Xfire (in my profile)

Don't use the email via the board feature as that's really obvious in Who's Online.

If you're really quick and cunning, you can fool the Who's Online feature by starting a PM then, in a new tab or window, visiting another page on the board (e.g. the Who's Online page). Who's Online will then show what you did second, not the PMing.


Role Assignment

I'll be assigning roles randomly, courtesy of a neat spreadsheet I dug out. There aren't any undeclared roles -- if there were the game could become too random as you'd have no framework for assessing what's true and what's lies; the roles above are all that exist and all will be assigned.
 

Ronin Storm

Administrator
Staff member
Hadn't really seen this one coming, I admit.

On voting, I hadn't consider the possibility of proxy voting occuring -- that is giving your vote to someone else ("I'll vote whatever way thatbloke votes"...). I think that might be a dangerous precedent to set for TWG games...

So for day 2 I'll let proxy voting occur as it's pretty late to insert this rule but for day 3 no proxy voting. Specific votes in bold. Feel free to offer your support to another player but you must make your vote yourself.
 

Ronin Storm

Administrator
Staff member
In this particular case, there's only one outstanding proxy vote from Piacular... and I'm chasing him now.
 

Ronin Storm

Administrator
Staff member
After looking at the game today, learned two things...

First, please can people vote clearly. Please use the form "I vote for Role XYZ" so I can tell you actually voted, not just bolded some names.

Also, please be very careful about editing your posts; please keep edits to spelling corrections and bold/unbold. If you need to add something, post again. If you need to retract something... tough! Now you've convince everyone that you didn't mean it. :D
 
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