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tamius23

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Feb 12, 2011
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Werewolf CXXII: The Golden Horde




The year is 1313. You are in Sarai, in the Golden Horde. The newest khan, Ozbeg, has ascended the throne, and he seeks advice on religious matters. It has been decided that the Golden Horde's state religion will no longer be Mongolian shamanism, but one of the European faiths. As courtiers, philosophers, and advisors to the Great Khan, the future of the Horde is in your hands.

Signups are closed.




Deadline is 18:15 GMT.

First Night fell Friday, 2nd March, 18:15 GMT.

NOTICE: There is unlikely to be an on-time update on Monday, March 5th. The update will be around four hours late.
 
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The Rules:

Werewolf For Newbies (by tamius):

You are either a "good" player or a "bad" player. Whichever you are, you are obliged to vote once per day, by posting in bold in the thread. eg. Vote Tamius. You may Unvote and Vote someone else as many times as you want, and the player with the most votes at the end of the day is brutally killed by everyone, that is, "lynched". If you are a werewolf, you may send in a "hunt" order by Private Message to the GM. The GM runs the game.

All orders must be in before the deadline, or they are ignored. It is considered that everyone votes during the "day." and the wolves hunt during the "night." Normally most games begin with a "night deadline", a day in which the votes are ignored (known as "day zero sham voting") and only the orders, by the wolves and other roles which send orders, are considered.

There are a multitude of roles in the game of Werewolf, and they are listed below, with their effects. Some players may also have traits.

For the villagers and other "good" players to win, they must kill all the "bad" players. For the "bad" players to win, they must kill all members of opposing packs (generally there are two packs, occasionally three) and then reach the same numbers as the remaining "good" players. This is called parity, and when baddies of one pack are equal or greater in numbers than goodies, they win.

To sign up to a game of werewolf, post in this thread. A simple "In" will suffice, and you will be added to the player roster by the GM.

During Night, the orders happen in this order:

1. Lover
2. Sorcerer
3. Seer
4. Priest
5. Hunter
6. Guardian Angel
7. Doctor
8. Werewolf
9. Witness

Each player must cast his vote (like so: Vote Tamius and it can be changed like so: Unvote Tamius, Vote ese) before 18:15 GMT.

Any votes which have the timestamp 18:15 (GMT) will be ignored, and will not count towards the day just finished or the day just starting.
Any vote which a player edits to a different vote will be dealt with harshly, especially at or near the deadline. You may edit for spelling, but it is preferred to make a new post - you can consider the rule against double-posting temporarily suspended in that situation.

For scan and hunt orders, if the timestamp is 18:15, they will be ignored. For packs of multiple werewolves, the last order sent by any member of the pack is counted, and if on any day the orderer forgets to send an order, their action will not occur, regardless of backup orders for previous days. If the orderer asks the GM to scan a list of people over multiple days, eg. "if I forget to send an order on any day, scan/hunt X" he can do so.

A player may ask to be a substitute if someone has to drop out of the game for whatever reason, and the GM will replace them when it is needed. If a player has to drop out and no substitutes are available, the GM may autolynch them.

Spectators and Ghosts ("dead" players) may haunt, taunt and flaunt. They may not reveal any secret/inside information nor may they do voting records except for the current day. Anyone caught doing it risks being banned from later Werewolf games. When making a ghost/spectator comment, please use a non-white colour. Stay off #AAAAFF, that's my colour.

You may, as always, fake private messages to anyone. However, you may not post a screenshot of a private message, and if you do, I'll kill you multiple times. You may post PMs from the GM, but I can refuse to confirm it, ignore it, or even deny it, if I want to.

Alliances between players which aren't based on your roles in the game are frowned upon. These alliances which continue from one game to another undermine the whole idea of the game.


The Roles

Goodies

Villager: Votes. Has no special abilities.

Seer: Scans once per night. Should the Seer scan a Werewolf or an Apprentice, he would be told so, but anything else will give him the result "villager."

Priest: Scans once per night. Should the Priest scan a Cultist, Sorcerer, or Apprentice, he would be told so, but anything else will give him the result "villager".

Guardian Angel: Sends in a protection order once per night. Should the selected person be attacked by Werewolves, they will survive, and the update will tell the village no hunt occurred during the night. The Guardian Angel, aka GA, can never protect themselves, nor can they protect the same person twice in two nights.

Doctor: Sends in a protection order once per night. Should the selected person be attacked by Werewolves, the GM will roll a dice, and the selected person has a fifty percent chance of surviving the attack, and a fifty percent chance of death. Should they survive, they will not be allowed to post, vote or talk about the game in any medium with the players (much as if they were not playing/dead) during the day after the hunt. If the Doctor is attacked whilst a patient is recovering, they will both be killed. The patient, upon waking up after a day without posting, will remember the name of one of the werewolves that attacked them. They will not be told who saved them.

The Doctor, like the GA, may not protect themselves, nor protect someone they protected the previous night.

Baddies

Werewolf: Organised into packs, each night the pack hunting that night (the information on which pack hunts when is told to the wolves, but is a secret) chooses a victim and attempts to eat them.

Cultist: An evil player, who works with the Werewolves. Some cultists will start as part of a pack, but can never switch to another pack, unless all the wolves in that pack are dead. Some will start unattached, and may join a pack by sending a private message to the GM, as long as a wolf confirms this. They cannot subsequently switch packs, unless all the pack's wolves are dead. They can only win if they are attached to a pack and that pack is victorious. They will not count for parity if unattached.

Sorcerer: Sends a scan order every night. Should the player be a seer, priest, apprentice, or cultist, the Sorcerer will be told what their role is, but should he scan anyone else, he will simply be told that they are a villager. Counts for parity with any pack and wins if any pack wins, as do any apprentices he holds.

The Traits

Brutal: Upon being lynched, may kill one person in addition to themselves.

Blessed: If the blessed person is hunted by werewolves during the night, they will lose their trait, but survive. The update will say that no kill occurred during the night. Holders of this trait will not be aware of it at game start.

Cursed: Upon being hunted by werewolves, they will become a werewolf of the pack that hunted them, and lose their previous role. They will survive. The wolves will be informed of the cursed player when they are hunted. The Seer, Priest, and Guardian Angel will not be cursed. If a cursed apprentice becomes seer, they will stay cursed, and may change from a seer to a werewolf when hunted. The update will say no kill occurred during the night. Cursed players will not be aware they are cursed at game start.

Hunter: If the Hunter is attacked by werewolves, he has a 50% chance to kill one of the werewolves. He will die regardless. He may also sacrifice his trait to kill a person during the night, regardless of anything that would stop him doing so, except if the Lover visits him.

Lover: Each night, the Lover may choose to stay with a player (the target). The Lover and the target are unable to perform any other action during the night. Scans against the Lover or the target will scan both without revealing the identity of either. Protection aimed at the target affects the Lover as well, but the Lover can only be directly protected if staying at home. Attacks against the Lover will fail if the Lover is out. Attacks against the target kills the Lover as well (barring protection). The target will only learn of the visit if he was stopped from performing a nightly activity. The target will not learn the lovers identity (since the Lover sneaks about in the dark). A lover may not make love to a doc's patient.

Witness: By asking by PM, the witness may see the nightly hunt and record the name of one of the werewolf attackers. The chance of the witness recording the name of one of the wolves is the day number multiplied by 10% (ie. 0 night 0, 10% night one, 70% night 7, etc). Whether the ability is successful or not, upon asking to use their witness powers they lose their trait.

Apprentice: If an apprentice is scanned by a scanning role, ie seer priest or sorcerer, they become claimed by said role. If their master who scanned them dies, the apprentice will succeed them and gain their role (and lose any other they had at the time). They will not lose any of their traits, except apprentice, when that happens. A sorcerer's apprentice, whatever their role, is considered a baddie and will count for parity, and hence baddie victory, with any pack. A claimed apprentice, if there is one at the start, will be told his master's name and role. A scanner can have multiple apprentices, and if he is killed, the apprentice that was claimed first succeeds him, and the second (and any more) apprentices will become apprentices of the new scanner. Apprentices will not be aware they are apprentices upon game start.

Leader: At the end of the day, the leader may decide that the lynch victim will survive, and choose another to lynch. The leaderlynch victim must have at least 50% the number of votes as the top victim. Should the leader leaderlynch a baddie, he keeps the trait, but if he leaderlynches a goodie, he loses it, and the leader passes down the chain of command to the next one alive. The leader's name will be revealed when he decides to leaderlynch someone.

In the case of the Leader leaderlynching on a day with a two-way tie, the Leader must select two players with at least 50% the votes of the top players, which may include either of the top two, and if either victims of the leaderlynch are not baddies, the Leader loses his trait. In the case of a tie with more than two players, the Leader has to leaderlynch the same number that would have been in the tie, and the same rules apply.

The leader may not use his ability to save himself.

Second in command: Becomes leader if the leader is dead or has lost his ability.

Third in command: Becomes leader if the leader and second in command are dead or have lost their abilities.

There are more players further down the chain of command.

Spiritually Attuned: If scanned, will sense so. Has a 25% chance to tell the role but not the name of the scanner, and a mutually exclusive 25% chance to tell the role and the name of the scanner. Cannot sense if scanned by someone with "---ly powers".

Innkeeper: Upon declaring his intention to the GM to use this trait, all votes on the holder will not count, and the holder's vote will not count either. After this trait is used, it is lost. An innkeeper using his trait will have his role revealed in the update.

Seerish powers: Once per game, may scan a player. He will be told if they are a werewolf or apprentice, and if they are neither he will be told they are simply a villager. He will not be told if an apprentice has been claimed or not. Should multiple players use this trait on one night, only one will occur, but those whose do not succeed will not lose the trait.

Priestly powers: Once per game, may scan a player. He will be told if they are a cultist, sorcerer, or apprentice, and if they are not he will be told they are simply a villager. He will not be told whether an apprentice is claimed or not. Should multiple players use this trait on one night, only one will occur, but those whose do not succeed will not lose the trait.

Sorcerous powers: Once per game, may scan a player. He will be told if they are a seer, priest, cultist, or apprentice, and if they are not he will be told they are simply a villager. He will not be told if an apprentice is claimed or not. Should multiple players use this trait on one night, only one will occur, but those whose do not succeed will not lose the trait.



Rules copied from Dentistry School.
 
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Signups:

1. Boris ze Spider as a Russian prisoner-of-war the Villager with Sorcerous Powers, hunted Night Six
2. Lemeard the Cultist with Sorcerous Powers and formerly with Priestly Powers of the Muslim Pack, hunted Night Five
3. randakar the Third in Command Lover Cultist, lynched Day Six
4. drxav as Kahn Otintospace the Villager, brutalised Day Three
5. walrus the Brutal Cultist of the Nestorian Pack, won on Day Twelve
6. snoopdogg as Kangis Khan the Innkeeper Seer, hunted Night One
7. reis91 as Timur the Villager formerly with Seerish and Priestly powers, hunted Night Nine
8. Rendap as a religious fanatic the Wolf of the Muslim Pack, lynched Day Twelve
9. Suirantes as Zombie Genghis Khan the Brutal Cultist of the Muslim Pack, lynched Day Three
10. EUROO7 the formerly-Blessed Villager, lynched Day Eleven
11. Slinky the Wolf of the Muslim Pack, lynched Day Nine
12. THE_SPLIT the formerly-Cursed Fifth in Command Wolf of the Nestorian Pack, won on Day Twelve
13. Morrell8 as a Prussian grenadier the former Apprentice, now Priest, lynched Day Eight
14. esemesas as Oliver Kahn the Hunter Villager, lynched Day Four
15. jacob_Lundgren as Relief Tactical Officer Lieutenant Kelly// Subbed by Don Qvixote the formerly-Cursed Wolf of the Nestorian Pack, won on Day Twelve
16. tigerkid the Fourth in Command Doctor, hunted Night Eight
17. Falc as Hojo Daitaka, representative of Shintoism etc etc the Villager, hunted Night Four
18. Najs as Mr. Bildt, Swedish emissary to the Khan the Spiritually Attuned Priest, hunted Night Seven
19. Kriszo as Kahn Khan the Spiritually Attuned Wolf of the Nestorian Pack, lynched Day Seven
20. the_hdk as Fabulous Khan the Villager, lynched Day Ten
21. Cakravarti the Second in Command Villager, hunted Night Zero
22. AOK. 11 the unattached Hunter Cultist, lynched Day Five
23. Yakman the Villager, lynched Day One
24. Vainglory as Kublai Khan the Nestorian Werewolf, lynched Day Two
25. Mr. G as Also Kublai Khan the Nestorian Cultist Witness, lynched Day Four
26. johho888 as Shere Khan the Leader Sorcerer, hunted Night Two

Substitutes:

Yakman
enkhuush
Cakravarti
Falc
Boris ze Spider
Adamus
esemesas
 
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In.
 
Please read the notice in the first post regarding Monday.

Also, discuss this:

Innkeeper: Upon declaring his intention to the GM to use this trait, all votes on the holder will not count, and the holder's vote will not count either. After this trait is used, it is lost.
and tell me what you think of it. I don't necessarily demand it be included, I would just like to consult with the players over it.
 
Please read the notice in the first post regarding Monday.
Normally I prefer a late update to a 48 hour deadline.

When is this game going to start?
 
IN as a religious fanatic
 
In as Zombie Genghis KHAAAAAAAAAAAAAAAAAAN!
 
Please read the notice in the first post regarding Monday.

Also, discuss this:


and tell me what you think of it. I don't necessarily demand it be included, I would just like to consult with the players over it.

Werewolf. Leave it alone.

In.
 
Werewolf. Leave it alone.
The innkeeper and the leader traits tamius use are just splitting the old type of leader that can save himself into two trais. Pretty much what Vainglory did with splitting hunter into hunter and one-eye-open. I don't really see the point but then again I don't see any problem with it either.
 
In