Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature currently requires accessing the site using the built-in Safari browser.
We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
You are using an out of date browser. It may not display this or other websites correctly. You should upgrade or use an alternative browser.
When you feel safe in the darkness
When you travel through the night
When you sleep in the shadows
When you rest in obscurity
When all around you is certain
The beast within
Is ready to strike.
The quiet residents of this backward village hidden deep in the Mountains of Carpathia go to sleep, continuing their monotonous and eventless existance to the notice of none, or so they believe. For in the night, a shriek of terror pierces the darkness as the good Lord of the Village and His Lady are murdered and eaten alive.
§1. You sign up for the game by requesting so in a post in this thread.
§1a. No new players will be admitted into the game once it has started, unless they are replacing an existing player who is unable to play anymore.
§1b. If you are listed as a player but haven't received any message containing your role, it means that you are a normal villager (as far as you know).
§1c. You are responsible for keeping your private message inbox empty enough to receive private messages. You are responsible for any messages missed due to your inbox being full.
§1d. If you are not going to be able to play, announce it as soon as possible. Failure to do so will make you blacklisted, marking you as an unreliable player that won't be given a special role in the next Werewolf game you are participating in; special roles require reliable players.
§1e. Multiple blacklistings may result in you being banned from ever participating again.
§2. The game is split in two phases, night and day. The Baddies hunt during the night and the villagers vote to lynch during the day.
§2a. Orders must be submitted to the Game Moderator before the deadline.
§2b. Lynchings are done by public voting. Whoever gets the most votes before the deadline is lynched. Correct voting is done by typing VOTE [INSERT NAME] in bold letters at the end of the message. §2c. DEADLINE FOR VOTES AND OTHER STUFF IS (23:00 GMT, 1:00 CEST, 19:00 Eastern US Time)
§2d. A repeated inability or refusal to vote before the deadline results in REPLACEMENT, as well as being noted for future EXCLUSION from the game, UNLESS you provide a warning.
§2e. Forged Private Messages (PMs) are allowed. Screenshots of PMs are not. PMs from the moderator are for your eyes only, do not show them to others, as this defeats the idea of the game.
§3. SPECTATORS AND GHOSTS MAY HAUNT, TAUNT AND FLAUNT, BUT NEVER REVEAL ANY INFORMATION (COMPILATION INCLUDED).
§3a. ANYONE CAUGHT REVEALING SECRET/INSIDE INFORMATION WILL BE *PERMANENTLY* BANNED FROM PARTICIPATION. NO EXCUSES ARE VALID.
§3b. When doing ghost/spectator commentary, please use a non-white colour.
§4. The villagers win when all Wolves are dead. The Wolves win when they eliminate the other evil packs and the evil villagers equal or outnumber the good ones.
§5. The abilities of the special roles override these rules in case there is any conflict.
§5a. Nightly orders are handled in the following order:
1. Seer
2. Priest
3. GA/Doc
4. Hunter
5. The Lord & Lady of the Village
6. Werewolves
7. The Lord of the Other Village
8. Witness
§6. The Game Moderator is always right and can change the rules as circumstances dictate.
The Roles & Traits
Villager: Has no special abilities.
Seer: May check one person per night to see if they are a Werewolf (20% to determine their exact clan), Cultist (20% success) or a villager.
The Lord of the Village: Basically a SUPERWEREWOLF, the Lord of the Village gains his powers through his traits. He is active on odd nights. Cannot be killed during the night.
The Lady of the Village: Basically a SUPERWEREWOLF, the Lady of the Village gains her powers through her traits. She is active on even nights. Cannot be killed during the night.
The Lord of the Other Village: The Lord of the Other Village is the eternal Rival of the Lord & Lady of the Village. If the Lord of the Other Village is killed at night he has a 100% chance of killing one of the attacking Werewolves. If about to be lynched, the Lord of the Other Village may choose to kill any random victim along with him. If he is attacked by a brutal wolf who is being lynched, he has a 25% chance of surviving. He can also perform two successful hunt attempts per game to kill someone at night. If his target is protected that night, the victim may survive (usual rules apply). If he hits an innocent victim, ie not an outright baddie, he dies. If he hits a cursed, he has a 50% chance of commiting suicide. He can scan for the Lord & Lady of the Village. This scan works by giving him a list of players which include the Lord & Lady of the Village. On night one, he will receive the complete list of players alive. On night two, he will receive a list of 90% of the players currently alive (Including the Lord & Lady of the Village), On night three, he will receive a list of 80%, etc, etc. The list he receives cannot be shorter than five names.
Wins if the Lord & Lady of the Village are dead.
Note that only the above roles are guaranteed to be in a game (i.e. 1+ exists of each role above, 0+ exists of each role below).
Werewolf:Will choose a victim to eat each night. More specific eating rules might be given to the werewolves but will not be public knowledge.
Priest: May check one person each night to see if he is a Sorcerer, an Apprentice or a Cultist (100% success) or Werewolf (20% success). Any other role will appear as a regular Villager to the Priest.
Sorcerer: May check one person each night to see if he is a Seer, a Priest, an Apprentice or a Cultist (100% success). Any other role will appear as a regular Villager to the Sorcerer. Works with the Werewolves, and wins if the Werewolves win.
Apprentice:Only becomes active if his master is killed. Apprentices works just like their former master. If an Apprentice is in the game, the first one who finds him will make him his apprentice. If another scanner scans the now taken apprentice, the scanner will have a 20% chance of converting the apprentice to his own on the first scan, and a 50% chance on the second scan. The apprentice does not know that he is one untill he is scanned.
Guardian Angel: May protect one person against a Werewolf attack, but can't choose to protect the same person two nights in a row and can never protect themselves.
Doctor: May protect one person each night. In case of an attack, the First Aider has a 50% chance of saving that person. The person saved will have no voting rights for the next day as they lie in their dormitory recovering from their wounds. They are also forbidden from publicly speaking and PM (except to the GM). The survivor learns of the Doctor's identity and of the identity of one Lycanthrope attacking him. The Doctor cannot protect himself but does have an automatic 25% chance of surviving a Werewolf attack no matter who else he is protecting. Cannot choose to protect the same person two nights in a row and can never protect themselves.
Hunter:If the Hunter is killed at night he has a 50% chance (not caught asleep/off guard) of killing one of the attacking wolves. He can also send a nightly order to kill someone in which case his ability is used up. Can have no traits.
Cultist: Works with the Werewolves, and wins if the Werewolves win. Learns the identity of a wolf master after the first night, but the Werewolves do not know their identity in turn.
Witness:Once per game, the Witness may try to see the nightly attack. Witness success rate increases by 10% each night (10% on Night 1, 20% on Night 2 etc). If successful, he learns the identity of one Werewolf in the pack that hunted that night. If no kill takes place, the Game Moderator decides whether the ability is used or not.
Spiritual Witness:Once per game, the Spiritual Witness may try to see the nightly scans. Spiritual Witness success rate increases by 10% each night (10% on Night 1, 20% on Night 2 etc). If successful, he learns the identity of one scanner that scanned that night. If no scan takes place, the Game Moderator decides whether the ability is used up or not.
Changeling: A person who can mess with the minds of the wolves. Every night, this person may send your dear GM the name of one he will protect and the name of one who will possibly die. This protection is not like any protection you ever saw before, namely: If the wolves attack the person the Changeling protects, this person will not die, but instead the other person, the second name the changeling sends me, will die. This person wins if the goodies win. He cant protect the same person two consecutive times.
Rivals:These players hate each other obsessively, and must do everything in their power to kill their rival. If they are both alive at the end of the game, they both lose, no matter which side wins, if their rival is killed, they will in turn win if alive at endgame, no matter which side wins. They will know the name of their rival from the start.
Lover:Each night, the Lover may choose to stay with a chosen player. The target will only learn of the visit, not of who it was (since the Lover sneaks about in the dark). 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). Wins with goodies.
TRAITS
Leader:May declare that the victim of a lynching will not be lynched, and pick another character to be lynched instead. If the lynched character is not a baddie the Leader ability is used up. A Leader can never protect himself. In the event that there are multiple Leaders and two or more send orders on the same day, all orders will be executed.
Master of Disguise:One of the players is so good at disguising themselves that they may choose how they wish to appear to all scanners, even if they are not one. There is a 75% chance of the disguise working. The Master of Disguise may not attempt to impersonate an apprentice. This person could be a good guy, or a bad guy.
Cursed:If a Cursed person is targeted by the Werewolves, they become one themselves. It will be revealed as a "no kill during the night". The Cursed will be unaware he is cursed until attacked by a Werewolf. Seer, Priest, Guardian Angel and Doctor can not be cursed. A cursed apprentice that turns into a werewolf loses his apprenticehood.
Blessed: A Blessed person will survive a werewolf attack, but only once (the next attack will be fatal as usual). Will be revealed as a "no kill during the night". The Blessed will be unaware he is blessed.
Spiritually Attuned:A Spiritually Attuned person has a 100% chance to sense when someone is scanning them. If they do, they will have a 50% chance to learn the scanner role and a 33% chance to learn of the actual person.
Berserker:If he is lynched or eaten there is a chance he will kill one of the villager or wolves. 50% chance it's someone of his choice, 50% it's someone random. Berserker and Brutal are mutually exclusive.
Brutal:If lynched, has the power to immediately kill one person before being subdued. Wolfish trait only.
The Werewolf Within:Cannot be had by the Seer, Priest, or The Lord of the Other Village. The player will not be informed if he has this trait.
Traits reserved for the Lord & Lady of the Village:
The Power to Awaken the Werewolf Within: This power lets the Lord or Lady of the village turn one player into a werewolf. They can this way form their own packs, which hunt independently from the Lord and Lady, although the Lord and Lady pick the hunt targets.
The Power to Move the Moon:By moving the moon, the Lord and Lady of the Village can change the order of their active nights.
The Power to Give Power:This trait lets the Lord and Lady of the village assign traits to their new werewolfs.
The Power of the Gods:Basically a Super-Brutal, this lets the Lord and Lady of the village kill 4 random villagers should they be lynched.
The Power of the GM:This Power lets the Lord and Lady of the Village change the role of everyone else, except the Lord of the other village, into whatever they want. However, the role cannot cross sides from goodie to baddie, and viceversa. Example: The Lord and Lady of the Village can change Player X's role from Hunter to simple villager, but not to cultist or werewolf.