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. Vampires can win by either eliminating all wolves and vigilantes or by eliminating all of the regular villagers (even if wolves or vigilantes remain alive). Villagers win with either the wolves or vigilantes.

At night, each player regardless of role can visit one location: either the forest, the square, the streets, or the graveyard. To visit somewhere they should use visit <location> in PM to visit that location. Wolves and vigilantes can occasionally use kill <nick> in PM to kill someone instead of visiting a location while vampires can always use bite <nick> to bite someone instead of visiting a location; see #Role Abilities for when this is applicable. Finally, a deck is built for those locations and each visitor draws one or more cards from that deck. See #Locations for more details on how these decks are constructed and what the consequences of drawing any particular card are.

During the daytime, the players can spend their clue tokens to investigate people via id <nick> in PM and optionally vote to lock someone into the stocks for the next night. If a player is in the stocks they are unable to act the next night, making them an easy target for wolves 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. The 3rd time a player would be successfully locked in the stocks, they die instead.

Clue Tokens

Clue tokens are a way to more reliably learn someone's role. At the start of the game, a pool of clue tokens equal to 3.2 times the number of players (rounded up) is established. Certain game events let players draw tokens from the pool. If there are not enough tokens remaining in the pool for everyone who needs to draw at least one during an event, no tokens are drawn instead. During the day, players may spend clue tokens to use the following commands:

  • observe <nick> costs 4 tokens and provides evidence as if you've collected 2 evidence cards on that target. This means the evidence received may potentially be fake.
  • id <nick> costs 8 tokens and provides evidence as if you've collected 3 evidence cards on that target. This means the evidence it provides is always accurate.

Evidence

In addition to clue tokens, you can collect evidence on people directly. Collecting evidence in the square lets you determine the identity of the person locked in the stocks. Collecting evidence in the forest lets you determine the identity of wolves and cursed villagers. Collecting evidence in the streets allows you to refute any previously collected fake evidence you have received. The chart below determines if you receive fake evidence or real evidence for a particular player.

1 Evidence card
Nothing
2 Evidence cards
Fake evidence (wolf) for cursed villagers
Fake evidence (villager) for vigilantes if the person collecting evidence is a villager
Fake evidence (vigilante) for vigilantes turned into vampires if the person collecting evidence is a vigilante or wolf
Fake evidence (villager) for all other vampires
Real evidence for everyone else
3+ Evidence cards
Real evidence

Cards

Empty-Handed
If every card you draw on a particular night is empty-handed, then you get no information.
Evidence
The number of evidence cards you draw in a single night determines the veracity of the evidence you receive. There is usually no way to immediately tell whether evidence is fake or real, however you can become more certain by attempting to collect more evidence on them, visiting the streets, or corroborating with other players. Who you obtain evidence about varies by location.
Hunted
A wolf drawing a hunted card treats it as evidence instead. A vampire drawing a hunted card treats it as empty-handed instead. Villagers drawing a hunted card die, but vigilantes need to draw 2 hunted cards to die (treating just one as evidence instead).
Clue
Each player drawing a clue card will usually take clue tokens from the pool, with the amount varying by location. Drawing multiple clue cards does not increase the number of tokens received.

Locations

Each location consists of an initial deck and additional cards added to the deck for each player visiting that location. If the location deck still does not contain enough cards for everyone to draw every card they need from the deck, empty-handed cards are added to fill out the remainder.

Forest
2+ evidence cards drawn in the forest will first identify wolves and cursed villagers. If a player has evidence for every alive wolf and cursed villager, then the player draws 3 clue tokens instead.
Initial deck
  • 2 Empty-Handed card
  • 4 Evidence cards
Additional cards
  • 2 Hunted cards and 1 Empty-Handed card for each visiting wolf
  • 2 Evidence cards and 1 Empty-Handed for each other visiting player
Draws
Each visiting wolf draws 3 cards
Each other visiting player draws 2 cards
Square
Evidence cards drawn in the square will identify the person in the stocks. If at least two players draw clue cards in the square, players drawing clue cards will receive 2 clue tokens.
Initial deck
  • 8 Evidence cards
Additional cards
  • 2 Clue card for each visiting player
Draws
Each visiting player draws 4 cards
Streets
If a player draws 3 evidence cards in the streets, they will receive real evidence on someone they have previously collected fake evidence on. If they have no fake evidence to refute or if they draw fewer than 3 evidence cards, they will instead receive a clue token.
Initial deck
  • 7 Evidence cards
Additional cards
  • 1 Hunted card, 1 Evidence card, and 1 Empty-Handed card for each visiting wolf
  • 2 Evidence cards and 1 Empty-Handed card for each other visiting player
Draws
Each visiting player draws 3 cards
Graveyard
Evidence cards drawn in the graveyard are always treated as empty-handed instead. Players drawing a clue card here receive 4 clue tokens.
Initial deck
  • 2 Empty-Handed cards
  • 3 Clue cards
Additional cards
  • 1 Hunted card and 1 Empty-Handed card for each visiting wolf
  • 2 Empty-Handed cards for each other visiting player
Draws
Each visiting vampire draws 2 cards
Each other visiting player draws 1 card

Role Abilities

Wolf

A wolf may use kill <nick> to kill someone (except other wolves) at night instead of visiting a location in the following circumstances:

  • If that nick is locked in the stocks.
  • If they have evidence that the nick is a vigilante. The kill attempt fails if the vigilante has since turned into a vampire.
  • If they have evidence that the nick is a vampire.

Vigilante

A vigilante may use kill <nick> to kill someone at night instead of visiting a location in the following circumstances:

  • If that nick is locked in the stocks.
  • If they have evidence that the nick is a wolf or a vampire.

Like in other modes, a vigilante killing someone who is not a wolf or a vampire will also die themselves.

Vampire

A vampire may use bite <nick> to drain someone at night instead of visiting a location. If that nick is locked in the stocks, they will be fully drained and die (or potentially turn, if a vigilante). Otherwise, wolves must be drained 3 times to die and all other players must be drained 2 times to die. If a vigilante is drained twice, they have a 70% chance of turning into another vampire instead of dying.

When a vampire bites someone, the target of their bite gains 3 clue tokens and the vampire gains 2 clue tokens. No clue tokens are given out if a vampire successfully turns a vigilante into another vampire.

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.
  • 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 streets lets you refute fake evidence you've collected elsewhere.
  • Vampires need to drain your blood twice in order to kill you, or three times if you are a wolf.

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
(Cursed villager) 1 1 1 1 1 1 2 2 2 2 2 2 2 2 3 3 3 3 3

Strategy

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