Post by Paranoia on Feb 18, 2013 21:36:13 GMT -5
ChocolatePi's
Witchhunt
Overview
Witchhunt is a game in which two factions each seek to control their town by killing off the other: The Villagers and the Witches.
There are fewer members of the Witch team, but their
identities are secret. Whichever team successfully kills all of their opponents wins.
The game continuously marches through a daily cycle split into two phases: day and night.
The length of each day for this game will be 5 real life days: 120 hours. Nights will last 24 hours each.
During night, players may not make public discussion and any actions taken are private to all living players. Each night, the Witch Coven secretly meets and selects a target to kill.
This kill is announced at the start of the next day. During day, living players may make open discussion and decide on a target of their own to lynch. Any living player may vote for any other living player, and a true majority (more than half) is required to lynch. Once a Majority is reached or deadline passes, day will end.
Deadline lynch votes are allowed, and may be cast the same way as a normal vote, just with slapping the word "deadline" in front of vote.
During this discussion, it may prove important to conceal information or lie. There is no restriction to what players can say or claim! Lies are normally weapons of the Witch team, but anyone can say anything in pursuit of their team’s victory.
Note that unlike some other games, there is no "card flip" (announcement of the player's identity) on death! Which team they were working for remains a mystery!
The game begins on day 1.
The game ends when one side has completely eliminated the other, or when this is inevitable. (For example, Witches typically win when at least half the remaining players are Witches in the Coven.)
Witches win all ties or stalemates.
Player Assignments
Each player is given two assignments: a unique role, and a non-unique type.
Unique characters provide every player with a special, unique ability of some sort. These abilities may be offensive or defensive, mechanical or informational. Powers granted by your character only apply while you are alive.
Player type is separate from character, and determines what team the player is on.
Village Team Types
Basic Villager: This is the most common player type. Basic Villagers are simply trying tohunt down the Witches and use their character to help the Village do so.
Holy Villager: The most powerful characters are considered “holy” and have gold cards.
These characters are reserved for the Holy Villagers, and cannot be any other player type. (Holy Villagers have no other unique function besides getting a reserved role.)
Village Spy: The Village Spies know each other from the start of the game, but may not be protected by the Guardian Angels. (See next section) More importantly, the Witches might incorrectly think that some of the Village Spies are on their team. (See Junior Witch)
Village Lover: Some games might feature one or even two pairs of Village Lovers. Village Lovers knows their counterpart from the start of the game, but tragically commit suicide if their partner is announced dead. Fortunately the character Cupid can find and help protect the Village Lovers, making the Lovers powerful assets to the Villagers. (See next section)
Witch Team Types
Elder Witch: Elder Witches are “normal” Witches. They know each other from the start of the game, and vote as a group in the Witch Coven each night to kill a target.
Junior Witch: Junior Witches are sleeper cell group of Witches who do not start in the Witch Coven with their Elders—this makes them harder to catch. Junior Witches know each other from the start of the game.
At the start of the game, Elder Witches and Junior Witches are told who the other group is— with a twist. Each group’s list also includes the Village Spies. Both the Elders and Juniors will need to eventually work out exactly who the other half of their team actually is.
There is an announcement the first night that all Village Spies are dead. The Junior Witches join the Witch Coven at this time, and vote alongside any remaining Elders. This also happens in the event that all Elder Witches are dead, should that happen first.
Remember: Holy characters aside,
characters can be any player type—Villager or Witch!
Guardian Angels
When players die, they are NOT eliminated from the game. Instead they continue to serve their original team as a Guardian Angel.
Each night, the Guardian Angels may vote to protect a target; a target with angel protection cannot die to the Witch Coven that night, but can still die to anything else!
Angels vote by simple plurality, so dead players who do not wish to continue participating can do so with minimal consequence. Angels see all events that take place in the game and may discuss the game freely with each other; using this information, they can make a big difference! If there is a tie among the Angel vote, all targets are protected.
However, there is a key limitation...
Each player may only be protected by the Guardian Angels once per game.
Dead Witches have two options to help their team. The first is simply to masquerade as an Angel, working to protect the wrong targets or waste protections early.
The second option is to permanently convert to a Demon, which dead Witches may do at any time. Each night the Demons may vote to Block a target from being protected by the Angels the next night; in other words, Demons try to block the Angels in the exact same
way Angels try to block the Witches!
Note that if a person is targeted with a kill at Night and survives, the town is still informed that they were targeted! This is very valuable information!
Always remember that dead players are not allowed to communicate with living players in any meaningful way! It is important to remind players of this when they die!
ROLES
Base Set
The base set of roles that will always appear.
1. Priest: Each night, you may check if a target is a Coven member.
2. Survivalist:[/u] You have an extra life.
3. Judge:[/u] Whenever the town fails to select a lynch target, you may privately determine it yourself.
4. Dirty Old Bastard: When your death is announced, you may kill a target.
5. Benevolent Old Dame: When your death is announced, you may give an extra life to a target.
6. Inquisitor[/u] Each night, you may check if a target is a Holy Villager.
7. Acolyte: At the start of the game, you will be shown the Priest's identity.
8. Gambler: During even nights, you cannot die.
9. Recluse: During odd nights, you cannot die.
10. Gravedigger: The start of each night, you will be shown both the character and type of the last successfully
lynched player.
11. Fanatic You gain an extra life whenever the Priest checks you. (No limit; you will be informed)
12. Loose Cannon:[/u] You may kill yourself to decide the lynch vote. Do this dramatically.
Halftime Set
This set features roles that activate on the first night there are half or fewer players left living.
13. Bishop At Halftime, you will be shown all living Coven members.
14. Hunter: At Halftime, you cannot die and may kill a target.
15. Magician: If you die before Halftime, your death is fake. The morning after Halftime, reveal that you are
alive.
16. Investigator: Each night, you may check if a target is a Village Spy.
17. Innkeeper: Each night, observe the actions of the Inquisitor and Investigator. (They will see you as well.)
18. Entertainer: At Halftime, you may select three non-self targets. If they are on different teams, the oddman-
out is killed. If not, you are killed.
19. Angel Worshiper: You can be protected by the Guardian Angels multiple times. At the start of Halftime, you will
be shown which living players they have already protected.
20. Nun: At the start of the game, you will be shown the Bishop's identity.
21. Zealot: At Halftime, you will be shown all living Holy Villagers.
22. Oracle: At Halftime, you cannot die and will be shown how many of each player type remain alive.
23. Assassin: At the start of Halftime, you may select two targets to kill. If any Village Spies are alive, they
must vote to save one of the targets.
24. Wizard: During any day after Halftime, you may reveal this card and guess a target's character. If
correct, they are killed. If incorrect, you are killed. This can be done any number of times.
Court Set
The Court set revolves around the king and his court, as on the first night the king will select four worthy subjects to join it. On every even night they will select a target to kill.
25. King: The first night, select up to four targets to join your Court. Every even night, the Court votes
to kill a target. (Disbands when two are left)
26. Queen: You are automatically part of the King's Court. After the King selects his Court, you will be
informed whether it has an odd or even number of Witches. (This counts both types of
Witches.)
27. Anarchist: The night the King's Court dissolves, you may kill a target. If the target was on the Court, you
may kill a second target.
28. Paladin: You are automatically part of the King's Court. At Halftime, you may give an extra life to one
target on the Court. (Including yourself)
29. Vigilante: Whenever the King's Court successfully kills a member of your team, you may kill a target the
following night.
30. Pauper: You survive the first attempt to kill you and join the King's Court instead. (Does not apply if the
Court has disbanded or you are already on it)
31. Deacon: As long as you are alive, all Holy Villagers survive any attempt to lynch them.
32. Groundskeeper: At the start of the game, you will be shown the Deacon's identity.
33. Traveling Medic: The third night, the Travelers will meet and you may select a target. If the target is the same
player type as you, the target gains an extra life. (You will both be informed.)
34. Traveling Mercenary: The third night, the Travelers will meet. You may kill a target. If the target is the same player
type as you, the target survives.
35. Traveling Minstrel:[/u] The third Night, the Travelers will meet. You may select a target to join the Court. (Including
yourself)
36. Traveling Mortician: The third Night, the Travelers will meet. You will be privately shown both the character and
type of all players who died the previous Nights.
Reveal Set
This is the set where Lovers are introduced into the shuffle, taking the place of new holy roles coming into play. This set also relies on revealing one's rolecard to perform an action.
37. Cupid: The first night, you will be informed of the identity of both Village Lovers. Every night after
that, both Lovers have automatic angel protection as long as all three of you live.
38. Sunlight Pagan: Once per game after a morning's death announcements, you may reveal this card. You will be
privately shown the character and type of all players announced dead.
39. Twilight Pagan: Once per game after any day's lynch, you may reveal this card. The town may lynch a second
target.
40. Moonlight Pagan: Once per game after the events of any night, you may reveal this card. Angel protection on all
players is inverted that night.
41. Templar: Once per game during the day (but before any lynch is finalized), you may reveal this card. Kill
all Pagans who have used their powers. If any die, you will be privately shown their player
types.
42 Lookout: At the start of the game, you must select a player type for the Alarm. (This sounds the first
morning half those players are dead.)
43. Captain: When the Alarm sounds, you may reveal this card. If you survive the day, you gain two extra
lives.
44. Blacksmith: The night after the Alarm sounds, you may give up to two other living players weapons.
Players given weapons who are not Holy Villagers may kill a target.
45. Mercutio: At the start of the game, the Village Lovers will be informed of your identity. The first time a
Village Lover commits suicide, you may kill a target the following night.
46. Hasty Musketeer: At the start of the game, the Musketeers will meet. If you are the last Musketeer, you may
immediately reveal this card. Select two targets. They are killed.
47. Brave Musketeer: At the start of the game, the Musketeers will meet. If you are the last Musketeer, you may
immediately reveal this card. Select two targets. If they are the same player type, they are
killed.
48. Sassy Musketeer: At the start of the game, the Musketeers will meet. If you are the last Musketeer, you may
immediately reveal this card. Select two targets. If they are not the same player type, they
are killed.
Signups (21/24)
1. Sister Coyote
2. Wombat99
3. scathach
4. luariern
5. BillMC
6. mahaloth
7. dizzymrslizzy
8. sario
9. Patricia
10. crys
11. Pleonast
12. Texcat
13. Sai
14. Colby11
15. silverjan
16. JustBeingGinger
17. Peeker
18. PolluxOil
19. Guiri
20. Cookies
21. Silverjan
22. gnarlycharlie
23. Swammerdami
24. Hal Briston
Witchhunt
Overview
Witchhunt is a game in which two factions each seek to control their town by killing off the other: The Villagers and the Witches.
There are fewer members of the Witch team, but their
identities are secret. Whichever team successfully kills all of their opponents wins.
The game continuously marches through a daily cycle split into two phases: day and night.
The length of each day for this game will be 5 real life days: 120 hours. Nights will last 24 hours each.
During night, players may not make public discussion and any actions taken are private to all living players. Each night, the Witch Coven secretly meets and selects a target to kill.
This kill is announced at the start of the next day. During day, living players may make open discussion and decide on a target of their own to lynch. Any living player may vote for any other living player, and a true majority (more than half) is required to lynch. Once a Majority is reached or deadline passes, day will end.
Deadline lynch votes are allowed, and may be cast the same way as a normal vote, just with slapping the word "deadline" in front of vote.
During this discussion, it may prove important to conceal information or lie. There is no restriction to what players can say or claim! Lies are normally weapons of the Witch team, but anyone can say anything in pursuit of their team’s victory.
Note that unlike some other games, there is no "card flip" (announcement of the player's identity) on death! Which team they were working for remains a mystery!
The game begins on day 1.
The game ends when one side has completely eliminated the other, or when this is inevitable. (For example, Witches typically win when at least half the remaining players are Witches in the Coven.)
Witches win all ties or stalemates.
Player Assignments
Each player is given two assignments: a unique role, and a non-unique type.
Unique characters provide every player with a special, unique ability of some sort. These abilities may be offensive or defensive, mechanical or informational. Powers granted by your character only apply while you are alive.
Player type is separate from character, and determines what team the player is on.
Village Team Types
Basic Villager: This is the most common player type. Basic Villagers are simply trying tohunt down the Witches and use their character to help the Village do so.
Holy Villager: The most powerful characters are considered “holy” and have gold cards.
These characters are reserved for the Holy Villagers, and cannot be any other player type. (Holy Villagers have no other unique function besides getting a reserved role.)
Village Spy: The Village Spies know each other from the start of the game, but may not be protected by the Guardian Angels. (See next section) More importantly, the Witches might incorrectly think that some of the Village Spies are on their team. (See Junior Witch)
Village Lover: Some games might feature one or even two pairs of Village Lovers. Village Lovers knows their counterpart from the start of the game, but tragically commit suicide if their partner is announced dead. Fortunately the character Cupid can find and help protect the Village Lovers, making the Lovers powerful assets to the Villagers. (See next section)
Witch Team Types
Elder Witch: Elder Witches are “normal” Witches. They know each other from the start of the game, and vote as a group in the Witch Coven each night to kill a target.
Junior Witch: Junior Witches are sleeper cell group of Witches who do not start in the Witch Coven with their Elders—this makes them harder to catch. Junior Witches know each other from the start of the game.
At the start of the game, Elder Witches and Junior Witches are told who the other group is— with a twist. Each group’s list also includes the Village Spies. Both the Elders and Juniors will need to eventually work out exactly who the other half of their team actually is.
There is an announcement the first night that all Village Spies are dead. The Junior Witches join the Witch Coven at this time, and vote alongside any remaining Elders. This also happens in the event that all Elder Witches are dead, should that happen first.
Remember: Holy characters aside,
characters can be any player type—Villager or Witch!
Guardian Angels
When players die, they are NOT eliminated from the game. Instead they continue to serve their original team as a Guardian Angel.
Each night, the Guardian Angels may vote to protect a target; a target with angel protection cannot die to the Witch Coven that night, but can still die to anything else!
Angels vote by simple plurality, so dead players who do not wish to continue participating can do so with minimal consequence. Angels see all events that take place in the game and may discuss the game freely with each other; using this information, they can make a big difference! If there is a tie among the Angel vote, all targets are protected.
However, there is a key limitation...
Each player may only be protected by the Guardian Angels once per game.
Dead Witches have two options to help their team. The first is simply to masquerade as an Angel, working to protect the wrong targets or waste protections early.
The second option is to permanently convert to a Demon, which dead Witches may do at any time. Each night the Demons may vote to Block a target from being protected by the Angels the next night; in other words, Demons try to block the Angels in the exact same
way Angels try to block the Witches!
Note that if a person is targeted with a kill at Night and survives, the town is still informed that they were targeted! This is very valuable information!
Always remember that dead players are not allowed to communicate with living players in any meaningful way! It is important to remind players of this when they die!
ROLES
Base Set
The base set of roles that will always appear.
1. Priest: Each night, you may check if a target is a Coven member.
2. Survivalist:[/u] You have an extra life.
3. Judge:[/u] Whenever the town fails to select a lynch target, you may privately determine it yourself.
4. Dirty Old Bastard: When your death is announced, you may kill a target.
5. Benevolent Old Dame: When your death is announced, you may give an extra life to a target.
6. Inquisitor[/u] Each night, you may check if a target is a Holy Villager.
7. Acolyte: At the start of the game, you will be shown the Priest's identity.
8. Gambler: During even nights, you cannot die.
9. Recluse: During odd nights, you cannot die.
10. Gravedigger: The start of each night, you will be shown both the character and type of the last successfully
lynched player.
11. Fanatic You gain an extra life whenever the Priest checks you. (No limit; you will be informed)
12. Loose Cannon:[/u] You may kill yourself to decide the lynch vote. Do this dramatically.
Halftime Set
This set features roles that activate on the first night there are half or fewer players left living.
13. Bishop At Halftime, you will be shown all living Coven members.
14. Hunter: At Halftime, you cannot die and may kill a target.
15. Magician: If you die before Halftime, your death is fake. The morning after Halftime, reveal that you are
alive.
16. Investigator: Each night, you may check if a target is a Village Spy.
17. Innkeeper: Each night, observe the actions of the Inquisitor and Investigator. (They will see you as well.)
18. Entertainer: At Halftime, you may select three non-self targets. If they are on different teams, the oddman-
out is killed. If not, you are killed.
19. Angel Worshiper: You can be protected by the Guardian Angels multiple times. At the start of Halftime, you will
be shown which living players they have already protected.
20. Nun: At the start of the game, you will be shown the Bishop's identity.
21. Zealot: At Halftime, you will be shown all living Holy Villagers.
22. Oracle: At Halftime, you cannot die and will be shown how many of each player type remain alive.
23. Assassin: At the start of Halftime, you may select two targets to kill. If any Village Spies are alive, they
must vote to save one of the targets.
24. Wizard: During any day after Halftime, you may reveal this card and guess a target's character. If
correct, they are killed. If incorrect, you are killed. This can be done any number of times.
Court Set
The Court set revolves around the king and his court, as on the first night the king will select four worthy subjects to join it. On every even night they will select a target to kill.
25. King: The first night, select up to four targets to join your Court. Every even night, the Court votes
to kill a target. (Disbands when two are left)
26. Queen: You are automatically part of the King's Court. After the King selects his Court, you will be
informed whether it has an odd or even number of Witches. (This counts both types of
Witches.)
27. Anarchist: The night the King's Court dissolves, you may kill a target. If the target was on the Court, you
may kill a second target.
28. Paladin: You are automatically part of the King's Court. At Halftime, you may give an extra life to one
target on the Court. (Including yourself)
29. Vigilante: Whenever the King's Court successfully kills a member of your team, you may kill a target the
following night.
30. Pauper: You survive the first attempt to kill you and join the King's Court instead. (Does not apply if the
Court has disbanded or you are already on it)
31. Deacon: As long as you are alive, all Holy Villagers survive any attempt to lynch them.
32. Groundskeeper: At the start of the game, you will be shown the Deacon's identity.
33. Traveling Medic: The third night, the Travelers will meet and you may select a target. If the target is the same
player type as you, the target gains an extra life. (You will both be informed.)
34. Traveling Mercenary: The third night, the Travelers will meet. You may kill a target. If the target is the same player
type as you, the target survives.
35. Traveling Minstrel:[/u] The third Night, the Travelers will meet. You may select a target to join the Court. (Including
yourself)
36. Traveling Mortician: The third Night, the Travelers will meet. You will be privately shown both the character and
type of all players who died the previous Nights.
Reveal Set
This is the set where Lovers are introduced into the shuffle, taking the place of new holy roles coming into play. This set also relies on revealing one's rolecard to perform an action.
37. Cupid: The first night, you will be informed of the identity of both Village Lovers. Every night after
that, both Lovers have automatic angel protection as long as all three of you live.
38. Sunlight Pagan: Once per game after a morning's death announcements, you may reveal this card. You will be
privately shown the character and type of all players announced dead.
39. Twilight Pagan: Once per game after any day's lynch, you may reveal this card. The town may lynch a second
target.
40. Moonlight Pagan: Once per game after the events of any night, you may reveal this card. Angel protection on all
players is inverted that night.
41. Templar: Once per game during the day (but before any lynch is finalized), you may reveal this card. Kill
all Pagans who have used their powers. If any die, you will be privately shown their player
types.
42 Lookout: At the start of the game, you must select a player type for the Alarm. (This sounds the first
morning half those players are dead.)
43. Captain: When the Alarm sounds, you may reveal this card. If you survive the day, you gain two extra
lives.
44. Blacksmith: The night after the Alarm sounds, you may give up to two other living players weapons.
Players given weapons who are not Holy Villagers may kill a target.
45. Mercutio: At the start of the game, the Village Lovers will be informed of your identity. The first time a
Village Lover commits suicide, you may kill a target the following night.
46. Hasty Musketeer: At the start of the game, the Musketeers will meet. If you are the last Musketeer, you may
immediately reveal this card. Select two targets. They are killed.
47. Brave Musketeer: At the start of the game, the Musketeers will meet. If you are the last Musketeer, you may
immediately reveal this card. Select two targets. If they are the same player type, they are
killed.
48. Sassy Musketeer: At the start of the game, the Musketeers will meet. If you are the last Musketeer, you may
immediately reveal this card. Select two targets. If they are not the same player type, they
are killed.
Signups (21/24)
1. Sister Coyote
2. Wombat99
3. scathach
4. luariern
5. BillMC
6. mahaloth
7. dizzymrslizzy
8. sario
9. Patricia
10. crys
11. Pleonast
12. Texcat
13. Sai
14. Colby11
15. silverjan
16. JustBeingGinger
17. Peeker
18. PolluxOil
19. Guiri
20. Cookies
21. Silverjan
22. gnarlycharlie
23. Swammerdami
24. Hal Briston