Cooperative variant of werewolf, for 1-6 players. No idea how fun this will actually end up being or how feasible it is to code.
The village has long been plagued by werewolves, and has recently organized a council to oversee the village and root out the werewolves. Each day, the council examines all of the evidence collected by various villagers the previous day and deliberates among themselves to lynch someone they believe to be a wolf. However, if they take too long to find the wolf, the village will become very suspect of them and the council themselves may find themselves at the gallows for killing so many innocent villagers!
The village is not completely lost, however. There are a number of villagers with special powers who are willing to help the council. However, there is a catch. These villagers are not sure that the council itself does not have the werewolf in it or is otherwise secretly working with the werewolf, so they do not wish to reveal their identities. They have established a safe means of communication with the council while still letting them keep their identities secret.
The game takes place over a number of days. The council receives a report at the beginning of each day with the evidence collected the previous day from the characters. The council members themselves have no special powers, so they are reliant on these reports for information.
Each night, each council member visits (in secret) one role and can ask them to do something (see chart below). Once every player has given a command to a character, night ends and the council members are given the result of one request to that character (so if two players visited the seer and requested two different sees, one would be chosen at random and the result revealed to both players).
Each day, the council chooses one character to lynch. If they lynch all werewolves, the council wins. After a number of days have passed, the council themselves get lynched by an angry mob of the remaining villagers, and the council loses. Should the council fail to decide someone in time, the werewolves have managed to influence the village enough that day to lynch a random non-werewolf character. This is a cooperative game with an optional betrayal mechanic, so the council either collectively wins or collectively loses as a team (with exception of the betrayer). There is no player elimination, so everyone that joined will be able to participate until the end of the game. There is a possibility in 3-6 player games that one council member is secretly working for the werewolf and knows the werewolf's identity (aka the betrayer); their job is to try and keep the werewolf alive until the time runs out and they win if they accomplish this. There is slightly under a 50% chance per game that someone is a betrayer.
The number of characters and number of days to win increases with the number of players. Which special villagers are in play varies based on the chosen mode (default given below, which will be the only mode at first).
The village itself is represented in streets and houses. A character (NPC) with a randomly-generated name lives in each house.
(these numbers are subject to lots of change)
|Number of Players||Number of Streets||Houses per street||Total # NPCs||Number of Days||Roles|
|1||2||6||12||5||2 wolves, sorcerer, cultist, seer, oracle, hunter, mad scientist, 4 villagers|
|2||2||7||14||5||2 wolves, sorcerer, 2 cultists, seer, oracle, hunter, mad scientist, fool, 4 villagers|
|3||3||6||18||6||2 wolves, warlock, sorcerer, hag, 2 cultists, seer, oracle, mystic, hunter, guardian angel, mad scientist, fool, 4 villagers|
|4||3||7||21||6||2 wolves, warlock, sorcerer, hag, 3 cultists, seer, oracle, detective, mystic, hunter, vigilante, guardian angel, mad scientist, fool, 4 villagers|
|5||4||6||24||7||3 wolves, warlock, sorcerer, hag, 3 cultists, seer, oracle, detective, augur, mystic, hunter, vigilante, priest, guardian angel, mad scientist, fool, 4 villagers|
|6||4||7||28||7||3 wolves, warlock, sorcerer, hag, 4 cultists, seer, oracle, detective, augur, mystic, hunter, vigilante, priest, guardian angel, 2 mad scientists, 2 fools, 5 villagers|
A house can have a number of characteristics. Each combination of characteristics defines a unique house:
- Street name (1st street, 2nd street, 3rd street, 4th street)
- Exterior color (beige, yellow, indigo, grey)
- Beige and yellow are considered light colors; indigo and grey are considered dark colors
- Number of chimneys (2 or 3)
Some characteristics are specific and others are unspecific.
- Street name and exact exterior color is specific.
- light vs dark exterior color and number of chimneys is unspecific.
|Seer||Investigative||Ask for information on an unspecific characteristic and learn how many characters of each alignment are in houses with that characteristic.|
|Oracle||Investigative||Ask for information on an unspecific characteristic and learn how many characters of each type of role are in houses with that characteristic.|
|Detective||Investigative||Ask for information on a specific characteristic and learn how many characters of each type of role are in houses with that characteristic.|
|Augur||Investigative||Ask for information on a specific characteristic and learn how many characters of each alignment are in houses with that characteristic.|
|Mystic||Investigative||Ask for information on another player and learn the specific exterior color of the house containing the role that player visited.|
|Hunter||Killer||Once per game, can be asked to kill a specific character. The betrayer cannot visit this role.|
|Vigilante||Killer||Can be asked to kill a specific character. If that character is not wolf-aligned, the vigilante dies as well. The betrayer cannot visit this role.|
|Guardian Angel||Manipulative||Can be asked to guard a specific character, preventing them from being killed that night. If a character is successfully guarded, reveals the name of the attacking NPC (but not their role). The same character cannot be guarded two nights in a row.|
|Priest||Manipulative||Once per game, can be asked to bless a specific character, preventing them from being killed at night for the remainder of the game.|
|Villager||None||Cannot be visited at night. Appears village-aligned to the seer and augur.|
Neutral roles cannot be visited at night. They have certain effects when they are present in the game.
|Mad Scientist||Killer||If they die, their house explodes and kills the two people in adjacent houses. Special: When assigning houses, the mad scientist will never be adjacent to wolves and will always be adjacent to at least one special village-aligned role (aka roles described in the above table, with exception of villager).|
|Fool||Manipulative||Immediately ends the game with a council loss if lynched.|
Wolf-aligned roles can only be visited by the betrayer.
|Wolf||Killer||Can be asked to kill a specific character. This does not shorten the number of days the village has to win, so use this power wisely.|
|Warlock||Manipulative||Choose a character to appear to seer and oracle as wolf-aligned and a killer, respectively.|
|Sorcerer||Investigative||Learn who each of the other players visited that night, but not the results of those visits.|
|Hag||Manipulative||Choose a role to be silenced the following night, preventing them from being visited. A role cannot be silenced two nights in a row.|
|Cultist||None||Cannot be visited at night. Appears wolf-aligned to the seer and augur.|