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tamius23

Indefatigable Psychotic
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Feb 12, 2011
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Werewolf CC
Worldwide General Election

The year is 2027. Under the auspices of the United Nations, a federal world government has been established.

Its first act is to call for a general election, with every citizen of Earth eligible to vote. Thousands of parties the world over begin canvassing for their votes.

The election will be held over a number of rounds, with parties that fail to gain the public's support knocked out until, eventually, a coalition government can be formed.

Hopefully, the voters will be aware of a handful of subversive elements that have taken over a few pre-federalisation parties, and will tactically vote to keep them out of power, lest they bring down the whole fledgling system...

Deadline is 23:00 GMT
Signups closed Monday 21st
Night 0 fell Tuesday 22nd, 23:00 GMT
 
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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.

Each player must cast his vote (like so: Vote Tamius and it can be changed like so: Unvote Tamius, Vote ese) before 23:00 GMT. Should a player miss a vote, he will be forgiven, but on his second or third non-vote, he will either be replaced with someone else or shot.

Any votes cast with timestamp 23:00 (GMT) or thereafter but before the update goes up 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 23:00, 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. You can analyse PM numbers to your hearts' content but don't expect it to get you anywhere.

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: 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, Zealot, Sorcerer, Police Detective, 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.

Padre: Every night may stay with another player and administer unto them their last rites. If the player the Padre stays with is hunted and killed, the Padre receives the name of one of the werewolves who killed him.

The Padre may not stay with someone twice in two nights, as with the GA and Doctor, and for obvious reasons cannot administer last rites to themselves.

The Guardian Angel, Doctor and Padre will not all feature in the same game.

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, or somehow loses his scanner role, 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 when that happens. Whilst the apprentice is a goodie role, sorcerer's apprentice 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, and will be told that they are villagers.

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. The packs have names and colours, but these have no bearing on them.

Zealot: Another kind of evil player. These will all be organised into packs with werewolves, and hunt along with the pack. However, they will not be seen by witnesses or padres like werewolves will. If all the werewolves in their pack die, they will change into werewolves, and become detectable by the seer rather than the priest.

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 (and zealots) 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, cultist or zealot, 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.

Police Detective: Works with the werewolves, and wins if the werewolves win. Can send in a scan order every night; will learn if a player is blessed, cursed, apprentice, Hunter, cultist, zealot, or Guardian Angel. Anyone else will give the Police Detective the result "villager". Counts for parity with both packs, as do his apprentices, like the Sorcerer.

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, Padre, 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.

If a player who is not a werewolf (a pathological liar or a person whose abilities have been affected by jestering) werewolf-hunts a cursed player, that cursed player will start a new werewolf pack, which will affect hunt order for the other packs.

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 he is blocked by the Lover or Distiller. If he does so, his name will be revealed in the nightly update.

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.

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.

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.

Distiller: Can use his distiller powers on a player, which blocks any action for them that night. This trait is not lost when used and cannot stop werewolf packs from hunting.

Rivals: If a player's Rival is still alive at the end of the game, the player loses. Rivals will not necessarily be a pair.

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. After the trait is used, it is lost. He will not be told if an apprentice has been claimed or not.

Priestly powers: Once per game, may scan a player. He will be told if they are a cultist, zealot, sorcerer, Police Detectice, or apprentice, and if they are not he will be told they are simply a villager. After the trait is used, it is lost. He will not be told whether an apprentice is claimed or not.

Sorcerous powers: Once per game, may scan a player. He will be told if they are a seer, priest, cultist, zealot, or apprentice, and if they are not he will be told they are simply a villager. After the trait is used, it is lost. He will not be told if an apprentice is claimed or not.

Padreous powers: Once per game, may administer last rites in the manner of a padre. After the use of the trait, it is lost. Should multiple players use this trait on one night, only one will occur, but those whose do not succeed will not lose the trait. Padreous is a made-up word.

Pathological liar: The Pathological Liar lies so much he forgot that some of lies are true. To use his abilities, which he may three times per game and once per day, the Pathological Liar must both post openly in the thread and send a PM to the GM (containing a method for the GM to access the post, such as a link, post-number or quote-link) claiming one role or one trait, listed on the front page (i.e. listed in this post). He then gains the role (or trait) until immediately after the next deadline. He cannot use this power to change his allegiance to another side nor will it affect how he counts for parity.
By way of an example, were a villager pathological liar claim to be a wolf, he would scan as a wolf and be able to eat people that night (two hunts would happen), but would not count for parity on the wolves' side or learn names of a pack.

Day actions are as follows:

1. GM autolynch of absent player
2. Innkeeper
3. Leader
4. Lynch
5. Brutal

Night actions are as follows:

1. Distiller
2. Hunter hunt
3. GA protection
4. Doctor protection
5. Seer scan, including seerish powers
6. Priest scan, including priestly powers
7. Sorcerer scan, including sorcerous powers
8. Police Detective scan
9. Werewolf hunt
10. Spiritually attuned
11. Padre, including single-use
12. Witness

If multiple of the same role/trait scan at the same time and they conflict, the GM will flip a coin or roll an imaginary dice to determine which goes first.

This order does not mean that powers later in the list can set conditional orders based on things earlier eg. "if the werewolves hunt xxx, use witness power" but serves as a way of resolving technicalities for the GM. Most games players should not need to care about this.
 
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Player list:

1. Wagonlitz as the Conservative People's Party the Ninth in Command Villager with a Rival and formerly with Sorcerous and Priestly Powers, hunted Night 5
2. LatinKaiser as the Whigs the ex-Blessed Sorcerer's Apprentice formerly with Seerish and Padreous Powers, lynched Day 10
3. Yakman as ZANU-PF the Brutal Wolf of the Fascist Pack with Sorcerous Powers, shot Night 11
4. npstr as Die PARTEI the Third in Command Cultist with Priestly Powers, Sorcerous Powers and a Rival, brutalised Day 1
5. Hazbot as the Cool Moose Party
6. aedan777 as the Communist Party of Nepal (Maoist) the Seventh in Command Zealot of the Fascist Pack with a Rival, shot Night 7
7. Capibara as SYRIZA the Zealot of the Communist Pack, lynched Day 10
8. Tornadoli as the European Party for the Defence against Werewolfism the Cultist with Padreous Powers, Sorcerous Powers, Sorcerous Powers and a Rival, shot Night 1
9. Mder1 as the Anarchistische Pogo-Partei
10. k-59 as the New Democratic Party the Priest, hunted Night 13
11. Jacksonian Missionary as the Green Party of the United States the Twelfth in Command ex-Blessed Seer, hunted Night 7
12. Rendap as the Red-Green Alliance the Spiritually Attuned Cultist of the Fascist Pack with Sorcerous Powers, lynched Day 5
13. EUROO7 as the Republican Party the Cultist with Padreous Powers and formerly with Seerish Powers, Seerish Powers and Sorcerous Powers, lynched Day 13
14. Eternaly_Lost as the Liberal Democratic Party of Japan
15. Falc as the Werewolf Robot Party
16. deathbywombat as the Party for the Greater Advancement of Wombats
17. Nautilu as the New Zealand National Party
18. Audren as Plaid Cymru the Guardian Angel, hunted Night 2
19. Rovsea as the Camel Party the Fourth in Command Doctor with a Rival and formerly with Seerish Powers, hunted Night 10
20. madchemist as the Coalition Against Werewolf Zombiism the Second in Command Wolf of the Anarcho-Capitalist Pack, lynched Day 3
21. AVN as the anti-spam in WW party the Police Detective, lynched Day 12
22. Luftwafer as the LUFTWAFER party
23. JCan as the Women's Equality Party the Brutal Sorcerer's Apprentice, lynched Day 14
24. alxeu as the Yuge Party the Hunter Wolf of the Fascist Pack with Seerish Powers, lynched Day 4
25. Hax as the National Socialist Paradox Werewolfers' Party the ex-Hunter Villager formerly with Padreous Powers, brutalised Day 14
26. Sleepyhead as the Parti Citron the Pathological Liar Villager, hunted Night 12
27. Chieron as Werewolf's Ominous Lupine Feral Party And Cooperation Commitee the Cultist of the Anarcho-Capitalist Pack, lynched Day 9
28. Spockyt as The Adder Party the Distiller Cultist of the Communist Pack, lynched Day 8
29. Canadian_95_RTS as the Apocalypse Party
30. Dr.Livingstone as the Socialist Party of Chile the Zealot of the Fascist Pack, lynched Day 2
31. Gen. Marshall as the Social Democratic Party of Kyrgyzstan the ex-Hunter Witness Cultist, lynched Day 6
32. Yahmik as the Democratic Front for Democracy (Democratic Faction) the Leader Villager, hunted Night 14
33. Lemeard as the Conservative Party of New York the Priest's Apprentice with a Rival, hunted Night 8
34. Gorganslayer as the coke in the bubblers party the Distiller Wolf of the Communist Pack formerly with Sorcerous and Priestly Powers, lynched Day 11
35. Togee as Fidesz
36. Kaisersohaib as Democrats 66 the Sixth in Command Zealot of the Communist Pack, shot Night 7
37. Delta21 as the Anti-Lupine party the Cursed Brutal Villager with a Rival and formerly with Sorcerous Powers, lynched Day 1
38. marty99 as the Free Democratic Party
39. jacob-Lundgren as a time traveler from the future sent back to observe, or perhaps on accident the Wolf of the Communist Pack, lynched Day 8
40. johho888 as the Green Party
41. Adamus as the Alliance Party of Northern Ireland the Police Detective's Apprentice with a Rival, lynched Day 7
42. JermanTK as Bernie Sanders the Villager with a Rival, lynched Day 4
43. THE_SPLIT as the Социјалистичка партија Србије the Thirteenth in Command Villager, hunted Night 3
44. Gen. Skobelev as the Communist Party of the Soviet Union DeathNoteForCutie as the Five Star Movement the Eighth in Command Villager with Seerish Powers and a Rival, hunted Night 4
45. De Chatillôn as the Party to Enslave all Mankind the Spiritually Attuned Villager with Padreous Powers, a Rival and formerly with Priestly Powers, hunted Night 1
46. CaesarCzech as the Caesar Czech South Korean Videogame Party the_hdk as United Russia the Fifth in Command Apprentice Villager, lynched Day 5

Players alive: 11

Substitutes:

None currently

List of events:

On Night Zero nothing happened.

On Day 1 Delta21 the Cursed Brutal Villager with a Rival and formerly with Sorcerous Powers was lynched.
On Day 1 Delta21 brutalised npstr the Third in Command Cultist with Priestly Powers, Sorcerous Powers and a Rival.
On Night 1 Tornadoli the Cultist with Padreous Powers, Sorcerous Powers, Sorcerous Powers and a Rival was shot by Gen. Marshall the Hunter.
On Night 1 De Chatillôn the Spiritually Attuned Villager with Padreous Powers, a Rival and formerly with Priestly Powers was hunted.

On Day 2 Dr.Livingstone the Zealot of the Fascist Pack was lynched.
On Night 2 Audren the Guardian Angel was hunted.

On Day 3 madchemist the Second in Command Wolf of the Anarcho-Capitalist Pack was lynched.
On Night 3 THE_SPLIT the Thirteenth in Command Villager was hunted.

On Day 4 JermanTK the Villager with a Rival was lynched.
On Day 4 alxeu the Hunter Wolf of the Fascist Pack with Seerish Powers was lynched.
On Night 4 DeathNoteForCutie the Eighth in Command Villager with Seerish Powers and a Rival was hunted.

On Day 5 Rendap the Spiritually Attuned Cultist of the Fascist Pack with Sorcerous Powers was lynched.
On Day 5 the_hdk the Fifth in Command Apprentice Villager was lynched.
On Night 5 Wagonlitz the Ninth in Command Villager with a Rival and formerly with Sorcerous and Priestly Powers was hunted.

On Day 6 Gen. Marshall the ex-Hunter Witness Cultist was lynched.
On Night 6 there was no hunt.

On Day 7 Adamus the Police Detective's Apprentice with a Rival was lynched.
On Night 7 aedan777 the Seventh in Command Zealot of the Fascist Pack with a Rival was shot by marty99 the Hunter.
On Night 7 Kaisersohaib the Sixth in Command Zealot of the Communist Pack was shot by Hax the Hunter.
On Night 7 Jacksonian Missionary the Twelfth in Command ex-Blessed Seer was hunted.

On Day 8 jacob-Lundgren the Wolf of the Communist Pack was lynched.
On Day 8 Spockyt the Distiller Cultist of the Communist Pack was lynched.
On Night 8 Lemeard the Priest's Apprentice with a Rival was hunted.

On Day 9 Chieron the Cultist of the Anarcho-Capitalist Pack was lynched.
On Night 9 there was no hunt.

On Day 10 LatinKaiser the ex-Blessed Sorcerer's Apprentice formerly with Seerish and Padreous Powers was lynched.
On Day 10 Capibara the Zealot of the Communist Pack was lynched.
On Night 10 Rovsea the Fourth in Command Doctor with a Rival and formerly with Seerish Powers was hunted.

On Day 11 Gorganslayer the Distiller Wolf of the Communist Pack formerly with Sorcerous and Priestly Powers was lynched.
On Night 11 Yakman the Brutal Wolf of the Fascist Pack with Sorcerous Powers was shot by Sleepyhead the Hunter.
On Night 11 there was no hunt.

On Day 12 AVN the Police Detective was lynched.
On Night 12 Sleepyhead the Pathological Liar Villager was hunted.

On Day 13 EUROO7 the Cultist with Padreous Powers and formerly with Seerish Powers, Seerish Powers and Sorcerous Powers was lynched.
On Night 13 k-59 the Priest was hunted.

On Day 14 JCan the Brutal Sorcerer's Apprentice was lynched.
On Day 14 JCan brutalised Hax the ex-Hunter Villager formerly with Padreous Powers.
On Night 14 Yahmik the Leader Villager was hunted.

On Day 15 Togee received the most votes, but Nautilu the Leader leaderlynched johho888 the ex-Blessed Villager formerly with Seerish Powers.
On Day 15 the Anarcho-Capitalist Pack won the game.

GM AAR part 1: setup
GM AAR part 2: days 0 and 1
 
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In I think.

Though I might not be too active. Also I may very well not be active next Saturday.

Are we to choose real parties or make our own?
 
In as the (American) Whigs.
 
Real ones it is then. I will be the Danish Konservative Folkeparti (conservative people's party) then.
Det_Konservative_Folkeparti.svg


Because RPing as a conservative party which historically has been the most green party of the right seems to have the possibility for some fun RPing. (They actually went green before the left wing... Back in the late 60s they were the ones who had the ministry for pollution reduction opened; that minister ended up being called the pollution minister by the public though (minister for the reduction of pollution was the correct title), so the name was changed to the environmental ministry.
 
I'm not crazy about neutral roles since they tend to favour the side already gaining momentum. Do you need to have the "thief" like that? I prefer the robber trait that steals all traits of a player and demotes them to basic villager/cultist. That way the good/bad alliegence of a player isn't changed.
 
IN... as ZANU - PF

zb1Boby-08-12-2012-11-12-07-422-.jpg
 
I'm not crazy about neutral roles since they tend to favour the side already gaining momentum. Do you need to have the "thief" like that? I prefer the robber trait that steals all traits of a player and demotes them to basic villager/cultist. That way the good/bad alliegence of a player isn't changed.

I might actually toss the role entirely, since I know a few people don't like it.
 
Agree with johho that the thief is bad and that if you are to have any stealing then it should be the robber.

Also do you have to use the old, bad version of the witness where using it becomes a no brainer? Instead of the new one where you can witness as often as you like.
 
Agree with johho that the thief is bad and that if you are to have any stealing then it should be the robber.

OK, thief has been binned.

Also do you have to use the old, bad version of the witness where using it becomes a no brainer? Instead of the new one where you can witness as often as you like.

I like the "old" version better, with its tradeoff where you balance likelihood to catch a wolf with your expected lifespan, whereas the other version will just be used every night by someone with a grasp of probability.
 
In as Die PARTEI - Partei für Arbeit, Rechtsstaat, Tierschutz, Elitenförderung und basisdemokratische Initiative, Englisch: The PARTY - Party for Labour, Rule of Law, Animal Protection, Promotion of Elites and Grassroots Democratic Initiative. Enjoy this spot about my views on family policy:

 
I like the "old" version better, with its tradeoff where you balance likelihood to catch a wolf with your expected lifespan, whereas the other version will just be used every night by someone with a grasp of probability.
I wouldn't say that the new version has people use it every night. And there is no tradeoff in the old version; it is pure nobrainer where you keep it until 100% and then fire.
With the new version you can fire more repeatedly; and there can be some tactic on when to use it.
(I personally prefer to use it every 2-3 days. And you can coordinate with the JL on when to use it; plus you can also use it to try and smoke out the strongest pack by only firing on their hunt nights.)
 
I would've liked to play, but I will have almost no internet this weekend and 99% no internet from the 25th of March until the 11th of April. And only playing for a couple of days and then bein subbed out is counterproductive for everyone. Good luck, everyone!
 
In
 
You in, johho?

I wouldn't say that the new version has people use it every night. And there is no tradeoff in the old version; it is pure nobrainer where you keep it until 100% and then fire.
With the new version you can fire more repeatedly; and there can be some tactic on when to use it.
(I personally prefer to use it every 2-3 days. And you can coordinate with the JL on when to use it; plus you can also use it to try and smoke out the strongest pack by only firing on their hunt nights.)

I admire your certainty that you'll survive until and including Night 10. Or, indeed, that the game will be going on that long.

Fine, change that to the Cool Moose Party

Now I look like an idiot for deleting a post I thought was irrelevant.