Pactbreaker

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Pactbreaker is a game mode where three teams compete to win over the village. Player death is rarer, and players must collect evidence on each other in order to determine who is what. The vampires lurk and operate in the shadows while the village decides whether to re-establish their pact with the werewolves or assist the vigilante in freeing the village from their reign.

Lore

Long ago, the village made a bargain with the werewolves. Each year, they would choose one sacrifice, and in return the werewolves will not attack the village and keep it safe from other terrors of the night. One day, the corpse of a werewolf was found outside the village with multiple silvered crossbow bolts sticking out of its back.

The next night, the villagers were kept awake by howls as the infuriated pack rampaged through the village. To make matters worse, village pets are also found dead, seemingly drained of blood through two tiny pinpoints in their necks. The village convenes to discuss these events. Do they assist the unknown vigilante? Do they try to re-establish their bargain with the werewolves? And what about this other threat?

No matter what they choose, they're going to need more information. The villagers cannot trust anyone right now as they sneak around at night to collect evidence on their fellow villagers. Hopefully, before it's too late.

Gameplay

There are three teams in play: wolves, vigilantes, and vampires. For wolves to win, they must eliminate all vampires and vigilantes; unlike other modes, they do not need to outnumber the remaining villagers. For the vigilantes to win, they must eliminate all wolves and vampires. Finally, for the vampires to win, they must outnumber the village; vampires can win even if other wolves or vigilantes are still alive. Villagers win with either the wolves or vigilantes.

At night, each player regardless of role can visit one location: either a player's house, the forest, or the village square. No other night commands are present, so wolves and vigilantes can't kill and vampires can't bite. To visit somewhere they should use visit <nick> in PM to visit that player's house, visit forest in PM to visit the forest, or visit square in PM to visit the village square. Alternatively, they can stay home by using pass in PM. Once everyone chooses a location to visit, a deck is built for those locations and each visitor draws one or more cards from that deck. See below for more details on how these decks are constructed and what the consequences of drawing any particular card are.

A player cannot visit the same type of location multiple nights in a row. For example, if a player visited another player's house on the first night, they cannot visit a house on the second night (even if the house belongs to a different player). Some exceptions exist: players are always able to stay home, wolves can always visit the forest, and vampires can always visit the village square.

During the daytime, the players can vote to lock someone into the stocks for the next night. If a player is in the stocks, they are unable to move out of the village square that night, ensuring that their house will be unoccupied and making them an easy target for wolves, vampires, and the vigilante. Being locked in the stocks only lasts for one night; they will be released when the next day arrives. If the players do not wish to lock anyone up, they can !abstain. There is no restriction on the number of times the village may abstain in a game. A player cannot be locked in the stocks multiple nights in a row, and the 3rd time a player would be successfully locked in the stocks, they die instead.

Vampires have multiple ways to drain the blood of their victims. The first time a player is drained, they are informed of this fact but no other ill effects happen. The second time they are drained (regardless of how many days have passed in the interim), the player dies if they aren't a vigilante or are turned into a vampire if they are a vigilante. The fact that the vigilante can suddenly join the vampire team makes them a potent threat and a village attempting to side with the vigilante and kill all of the wolves will need to pay close attention to whether or not they believe the vigilante has turned.

Houses

When visiting a house, different things happen based on whether the house's owner is staying home or not and what kind of evidence you have about the owner. These are checked in the following order:

  1. If you are a vigilante and have evidence that the owner is a wolf or a vampire, you kill them regardless of whether or not they are staying home.
  2. If you are not a vampire, have evidence that the owner is a vampire, and the house is unoccupied, you destroy the charm protecting them from sunlight (therefore killing them when the sun dawns).
  3. If none of the above apply, you draw a number of cards from the location deck based on the number of times you have visited this particular house over the course of the game. The first time you visit a particular house, you draw 1 card. The next time you would draw 3 cards, then 5, and so on.

Each house's location deck initially consists of 3 cards if the house is unoccupied or 4 cards if the owner is staying home. For villagers, 1 of these cards is evidence and the remainder are empty-handed. For other roles, all cards in the initial deck are empty-handed. If the deck does not contain enough cards, additional pairs of empty-handed and evidence cards are added to the deck until the deck contains enough cards. Drawing an evidence card gives evidence about the owner's role. Drawing an empty-handed card gives you nothing. Additionally, if the number of vampires present in an unoccupied house is greater than or equal to the number of non-vampires visiting, each non-vampire becomes drained; houses owned by vampires are always considered "unoccupied" for this purpose even if the owner is staying home. A vampire can visit an occupied house to drain the owner.

Forest

The forest location deck consists of 5+ cards and is constructed as follows:

  1. One hunted card for each wolf visiting the forest
  2. One evidence card for each non-wolf visiting the forest
  3. Two evidence cards for each alive wolf
  4. The remaining cards (if any) are empty-handed

Each evidence card is specific to that particular visitor or wolf. Every visitor then draws 1 card. If the target of the card is the visitor, nothing happens (treated as empty-handed), otherwise the card is resolved as follows:

Villager Vigilante Wolf Vampire
Wolf Evidence Receive a list of potential wolves; at least one name in the list is guaranteed to be a wolf. If the target wolf is also visiting the forest, share evidence with the target wolf. Receive evidence on the target wolf.
Vampire Evidence Get drained by the target vampire. Receive evidence on the target vampire. Nothing happens.
Villager or Vigilante Evidence You and the target gain evidence on each other. You gain evidence on the target, but the target is told that you are a villager. You drain the target.
Hunted You die unless the target wolf has evidence that you are a villager. You die. Share evidence with the target wolf. The target wolf receives evidence about you.
Empty-handed Nothing happens.

Square

The village square location deck consists of a minimum of 8 cards but may be more depending on how many roles are visiting. The deck is constructed as follows:

  1. One empty-handed card
  2. One hunted card for each wolf visiting the square
  3. Two drained cards for each vampire visiting the square
  4. One exposed card for each vigilante visiting the square
  5. The remaining cards (if any) are evidence

Then, each person visiting the square (not counting the person in the stocks) draws a card, which is resolved as follows:

Villager Vigilante Wolf Vampire
Evidence Share collected evidence with every other player who has drawn an evidence card. Treat as an Exposed card instead if a player is in the stocks. Otherwise, share collected evidence with every other player who has drawn an evidence card. Treat as a Hunted card instead if you have evidence on the player in the stocks. Otherwise, share collected evidence with every other player who has drawn an evidence card. Treat as an Drained card instead if a non-vampire is in the stocks. Otherwise, share collected evidence with every other player who has drawn an evidence card.
Hunted You die. Kill the player in the stocks (except other wolves). If nobody is in the stocks or a wolf is in the stocks, nothing happens. Gives the wolf evidence about you.
Drained You are drained. Drains the player in the stocks twice (except other vampires). If nobody is in the stocks or a vampire is in the stocks, nothing happens.
Exposed Gain evidence about the vigilante. Kills the player in the stocks if you have evidence on that player and they are a wolf or vampire. Otherwise, gain evidence about the player in the stocks. Nothing happens if nobody is in the stocks. Gain evidence about the vigilante.
Empty-handed Nothing happens.

tl;dr

  • There are 3 teams: wolves, vampires, and vigilantes. Villagers can win with either wolves or vigilantes.
  • Voting someone during the day locks them into the stocks the next night instead of killing them.
  • Each player visits someplace at night to collect evidence there. You generally can't visit the same place two nights in a row.
  • Visiting a house lets you get evidence on that particular person, but if they stay home you're less likely to get anything useful.
  • Vampires stalk vacant houses and might catch you if you're alone.
  • Visiting the forest lets you get a clue about one of the wolves, but wolves can go hunting in the forest and might catch you.
  • Visiting the square lets you share evidence with other players, but it's a risky endeavor if wolves or vampires are stalking the area.
  • Vampires need to drain your blood twice in order to kill you.

Roles

Players
Role
6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24
Wolf 1 1 2 2 2 2 2 2 3 3 3 3 4 4 4 4 4 4 5
Vampire 1 1 1 1 2 2 2 2 2 2 3 3 3 3 3 3 3 3 4
Vigilante 1 1 1 1 1 1 2 2 2 2 2 2 2 2 3 3 3 3 3
Villager 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 12 13 12

Strategy

Work in progress. This mode is still experimental and likely to undergo changes that would render strategy advice here obsolete.