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Subject: Haunted Village 6 - Game over good wins. rss

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Haunted Village 6

Many thanks to both mdp4828 and Javal for making this rule set what it is today.

Overview and Order of Events

The Haunted Village series of games creates a complex game out of a simple underlying role set through the addition of items and gold. It is very important to keep this in mind as in this game as every player can make use of powerful abilities to aid their team.

I plan to begin the game on Friday, November 28 and first lynch will be on Monday, December 1.

The game will progress in the following cycle until one team has achieved victory:

1. Day
There is standard discussion and voting. Auction bids are also placed privately at this time via mod chat. Sell orders and certain item activations can also be done at this time.

2. Lynch (Dusk at 6:00PM BGG time)
The tiebreaker is longest held last vote. Any relevant item activations will be resolved immediately before lynch resolution. The lynch victim's auction bids will be canceled and any items and gold they posses will be awarded to the monarch.

3. Auction Resolution
All remaining bids are considered at this point. The results of the auction will be announced privately in each players moderator chat.

4. Night Orders(due at 2:00AM BGG time)
Please note that because of the nature of the rules, all players will have the potential to have night orders. Orders that can be submitted during the night:
Kill orders (wolves)
View orders (seer)
Pass orders
Some item activations

5. Pass/Removal – Item passing is resolved. Each pass order must target a different player. Passing gold is also permitted. During the pass, if there are more items in the game than (number of remaining players + 2), then excess items will be selected at random from those that were passed and will be removed from the game. Most unique items removed in this way will become available at the auction house the following day. The crown will never be removed.

6. Activation/View - Anyone who chose to activate their item in the night has the effects of that item resolved. Similarly, any passive items that were triggered during the night are also resolved. Resolution of this phase occurs as specified below. The seer view is resolved at the same time as the pendant.

7. Nightkill – The nightkill is resolved. If the chosen victim has the Dagger or Holy Water then the kill will fail. The Dagger will give one random wolf a scar which must be healed by Dawn 24 hours later or the Wolf will die. If the victim dies and had any items or gold remaining, the wolves will be able to loot the corpse. Important: unless there is only one remaining wolf at the time, a wolf can only loot an item if they had no items after activation. A lone wolf can loot everything. The wolves will have an order to arrange their looting preference. Any remaining items or gold on the corpse will be passed to the monarch.

8. Death from wounds
Players die if they have previously been wounded by the Staff, Saber, Dart or Dagger, and not healed by an Ointment or Potion.

9. Gold - Gold is awarded to players who do not have an item at this point (gold is not considered an item). 1 Gold is earned the first night and 2 Gold each subsequent night that the player remains without an item. The amount earned is reset to 1 Gold as soon as the player possesses an item, even if he immediately hands it on or uses it.

10. Dawn - The result of the night's activities are announced. The Seer is told the result of his View. Players are notified if they received any items and gold and are informed of the results of any Item activation.

Roles
Evil:
2 Wolves - Share a chatroom, nightkill
2 Sorcerers - Share a chatroom. Potential to upgrade. No view ability.

Good:
1 Seer - Views for wolves. No N0 view.
Villagers - One may be tough without knowing.

Items and Gold
Each player will begin with at most one item and 0-4 gold. There will be little variance in net starting worth. An item costing 6 gold or more will not start in the game. Items can can have active, passive, or instant effects. Active effects require an order to activate in mod chat at the appropriate time (exception Saber) and cannot be used until the Dawn after they are purchased. Passive effects are triggered whenever the appropriate conditions are met. If triggered, they can be activated the same day that they are purchased. Instant effect items are used immediately upon purchase (or at game start if a starting item).
In most cases, items are consumed when they are activated.
Each day at dusk, a hidden auction will be held to potentially bring additional items into the game. Every player will be allowed to post up to three bids privately for items that they desire during the day. The winners will be awarded their items immediately following lynch.
During the night, players may pass items and gold to one another. A player who has more than one item after dusk must pass all but one away.
At Dawn, a player with no items will receive 1 gold in compensation. On subsequent Dawns they will receive 2 gold each Dawn in compensation provided they did not come into possession of any items in the interim. Any transient possession of an item resets the income to 1 gold.

Comprehensive List of Items

Unique and Limited Items
One copy of each of the following Items will begin in the game (exception: Badge). Each item is listed with its minimum purchase price followed by its sale price.

Crown of the Monarch – [Crown] PERMANENT & PASSIVE
The owner of the Crown is publicly known as the King or Queen (Monarch). There are several passive effects of owning the Crown:
1. Any items and gold remaining with a deceased player after dusk or dawn are awarded to the monarch. This power cannot be canceled by any means.
2. If selected as a nightkill target by the wolves, the Monarch will injure a random wolf.
3. The Monarch cannot be lynched.
4. The Monarch shares a chat room with the courtesans during the day. The Monarch will be identified as such in the chat room.
5. The Monarch cannot enter a command to activate any item.
If the Monarch dies and the crown is not claimed by other means, it passes to the richest player (with ties broken randomly).
The Crown cannot be removed from the game by any means.

Badge of the Courtesan (4 / 3)
PERMANENT & PASSIVE
There will be 4-5 badges in existence at the start of the game, although not all will necessarily be owned by a player at the start of the game. Any badges sold or removed in the pass will be removed permanently from the game.
Anyone in possession of a Badge will be an anonymous participant in the Royal Court chatroom. The membership in the chatroom will be changed only at Dawn of each day, and the sale of a Badge will not remove a Courtesan from the Royal Court chatroom until the following Dawn.
While in possession of a Badge, a player may not use any role activated abilities and may not enter a command to activate any items.
A Badge does not count as an item for purposes of gold income.

Cap of the Merchant (3 / 3) – [Cap] PERMANENT & PASSIVE
The owner of the Cap gets a discount of 1 Gold whenever he makes a purchase and only needs enough gold to cover the discounted purchase price when placing a bid.

Coat of Arms (3 / 2) – [Coat] PASSIVE
If the owner of the Coat receives the most votes for lynch, the Coat is removed from the game and the player with the second most votes is lynched instead. If the owner of the Coat is the only person with votes on them, the Monarch chooses the lynch victim.

Dagger of the Hunter (3 / 1) – [Dagger] PASSIVE
If the owner of the Dagger is targeted for nightkill, the nightkill is prevented, the Dagger is consumed, and a random wolf is injured. This fact will be announced publicly at Dawn. If the owner of the Dagger is the Monarch and is targeted for a nightkill, the Dagger is consumed, and a random wolf is killed.

Gloves of the Thief (4 / 2) – [Gloves] PERMANENT & NIGHT ONLY
The owner of the gloves (thief) may activate them at night and target a player. If that player has any items, the thief steals all of them, but leaves the gloves the victim.
If that player has no items, the gloves remain with the thief.

Guise of the Imposter (5 / 2) – [Guise] PERMANENT & PASSIVE
The owner of the Guise will receive at random one of the items that was passed that night. The item will be diverted from the intended recipient. The Imposter does not learn which item was received in this manner. If the Guise is passed, no item is intercepted.

Hammer of the Blacksmith (3 / 3) – [Hammer] PERMANENT & NIGHT ONLY
The owner of the Hammer (Smith) may destroy one item in his possession each night. If submitting an order to destroy an item, the Smith may keep both the hammer and the target item through the pass phase. The name of the item destroyed is announced at Dawn.

Key (4 / 1) – [Key] ANY TIME, INSTANT
The Key may be used to open the Locked Chest at any time. If either the Key or the Chest is removed from the game during the pass, it will not be reintroduced in the auction.
The Key will be removed at the earliest opportunity in the pass if the Chest is no longer in the game.

Lance of the Crusader (7 / 5) – [Lance] NIGHT ONLY
The owner of the Lance (Crusader) may designate one player to protect from the Wolves during the night. If the Wolves target that player for then the Crusader will prevent the kill. In addition, the Crusader will kill one of the wolves during the fight. The Lance is not consumed if the wolves fail to target the protected player.

Ledger of the Accountant (4 / -) – [Ledger] INSTANT
The owner of a Ledger will learn how many wolves and sorcerers voted for the lynched player on the preceeding lynch. The Ledger will always return a minimum of one.

Locked Chest (2 / 2) – [Chest] ANY TIME, INSTANT
The Locked Chest contains one or more mystery items. The key may be used to open the chest at any time in mod chat. This results in both the key and the chest being removed from the game, and the mystery item(s) being awarded to the player. If either the Key or the Chest is removed from the game during the pass, it will not be reintroduced in the auction. The Chest will be removed at the earliest opportunity in the pass if the Key is no longer in the game.

Ring of the Vizier (4 / 2) – [Ring] PERMANENT & PASSIVE & DAY ONLY USE
The owner of the Ring (Vizier) will get two votes during the lynch. In addition to the public vote he will be able to PM the Moderator a secret vote. The Moderator will announce who received the secret vote but not who cast it. The ring vote is considered cast at the time an order is placed in its owner's mod-chat, and cannot be changed.
Once per game, the Ring may be used to call for a special vote to elect a new Monarch. The Vizier will be identified if he calls for such a vote. This vote is conducted by secret ballot in mod chats. As a celebration of their rise to power, the new Monarch will decide which player will be executed in lieu of a lynch vote. The election of a new Monarch is not subject to secret votes by Mace or Ring.

Roman Coin (4 / 2) – [Coin] PASSIVE
At game end, any good aligned player owning the coin achieves a personal victory, even if the game ends with a win for Evil.

Shield of Nullity (6 / 2) – [Shield] PERMANENT & PASSIVE & ANY TIME USE
The owner of the Shield cannot be injured or killed by any of the following: Crown, Dagger, Dart, Staff, Saber, Sword.
Note that when Wolves attack the owner of the Crown and/or Dagger, a random Wolf is injured or killed. However, only the owner of the shield benefits from the protection.
Once per game, the Shield may be Used to nullify the effects of most other items (belonging to all players) until the following Dawn. Any items activated before the Shield will still function normally. Any items activated while nullified by this power are consumed as usual. Passive items will not trigger while nullified by the shield. The activation of the shield is not announced publicly.
The Monarch's inheritance and the Royal Court chatroom are unaffected by the nullify activation.

Ticket of the Traveler (15 / 0) – [Ticket] PASSIVE
Any good player purchasing the ticket will immediately leave the game as a victor. Evil players cannot use a Ticket, though they can buy a ticket and pass it to a good player. A good player receiving a ticket in this manner is killed.

Common Items
Multiple copies of these Items may be in the game at the same time. Each is listed with its minimum purchase price. Common items cannot be resold.

Anvil of the Blacksmith (2) – [Anvil] NIGHT ONLY
The owner of an anvil (Smith) may destroy one item in his possession each night. If submitting an order to destroy an item, the Smith may keep both the anvil and the target item through the pass phase. The name of the item destroyed is announced at Dawn.

Book of Mysteries (6) – [Book] NIGHT ONLY
A Villager or Seer may not read from a book. A Sorcerer reading from a book will be converted to a Wolf. A Wolf reading from a book may designate a target. If the target is a sorcerer, they are converted to a wolf. If the target is a villager, they are converted to a seer. If the target is a seer, they are killed.

Bowl of the Beggar (0) – [Bowl] PERMANENT & PASSIVE
A player receiving a bowl will be told how many gold it contains. If the bowl contains fewer gold pieces than its recipient owns, he immediately donates half his gold (rounding up) into the bowl. If the bowl contains more gold than its recipient owns, the player takes half the gold (rounding up) from the bowl. The bowl cannot be kept overnight. If the bowl is destroyed by the hammer or an anvil, all the remaining gold within it is destroyed as well.

Cloak of Whispers (2) – [Cloak] NIGHT ONLY
The owner of the Cloak may designate one other player to share a chatroom with during the following day.

Coffer of the Miser (2) – [Coffer] PERMANENT & NIGHT ONLY
The owner of a coffer (Miser) may choose to place Items inside the coffer instead of passing them. Use of the coffer permits the addition and removal of contents (gold and/or item(s)). A coffer can hold an unlimited number of items, and an unlimited amount of gold. Items and gold within a coffer are unavailable for use or activation (including passive activation). Gold in the coffer is not subject to the Bowl or noted in the Journal.
An Item retrieved from a coffer counts as though it was received from a pass.
If a coffer is removed from the game by any means, its contents are removed as well.
Items within a coffer do not count towards the total number in play. The crown may not be placed within a coffer. A bowl may not be placed within a coffer.
A coffer and its contents are invisible with respect to all other items. It cannot be stolen. Moreover, the coffer does not count as an item for purposes of gold income.

Crowbar of the Burglar (2) – [Crowbar] NIGHT ONLY
The owner of a crowbar (Burglar) may name another player and steal one of his items during the night (selected at random if the target has more than one). If the target has no available items, the crowbar remains unused.

Dart of the Assassin (3) – [Dart] NIGHT ONLY
The owner of a dart (Assassin) may target one player during the night for assassination. The targeted player will become poisoned and will have 24 hours to live unless cured by an ointment or potion.

Dice of the Gambler (0) – [Dice] NIGHT ONLY
The owner of the dice (Gambler) may gamble some or all of his Gold (minimum one gold). He may either choose ‘Evens’ with an even chance of doubling his stake and a half chance of losing all but 1 gold, or he may choose to ‘Go for Broke’ with a quarter chance of quadrupling his stake, and a three quarters chance of losing the whole stake.

Gavel of the Auctioneer (1) – [Gavel] INSTANT
The purchaser of a gavel (Auctioneer) will have ALL of his bids the following day considered alongside the first preference of the other players. If the Auctioneer has multiple legal winning bids, and enough gold to purchase all of his winning bids, he may purchase multiple items. If the Auctioneer has multiple legal winning bids, but not enough gold to purchase them all, he purchases as many as he can afford in the priority he had chosen. Any unpurchased winning bids are treated as if they had been purchased successfully while resolving the remaining bids.

Holy Water (3) – [Water] PASSIVE
If the owner of a water is targeted by the wolves for nightkill, the kill is prevented.

Hood of the Spy (2) – [Hood] NIGHT ONLY
The owner of a hood may designate one other player and learn one of the items (selected at random) that that player holds after the pass phase that night.

Jewel of Obsession (4) – [Jewel] PERMANENT & PASSIVE
The purchaser of a Jewel is forever exempt from that specific Jewel's pass restriction effects. The recipient of a Jewel, either by pass, theft or due to the death of the previous owner, may not ever pass the Jewel. It can be stolen by the gloves or a lockpick, intercepted by the guise or placed within a coffer.

Journal of Wealth (2) – [Journal] INSTANT
The purchaser of a journal will be informed which three people owned the most gold prior to lynch on the day the journal was purchased. Purchases that day will not be taken into account, and gold in coffers is not detected. If there is not a uniquely identified threesome because of ties, one will be selected randomly. The named players will be listed alphabetically.

List of the Vendor (0) – [List] INSTANT
The purchaser of a list will be informed what unique items are for sale at the next auction.

Lockpick of the Villain (2) – [Lockpick] NIGHT ONLY
The owner of a lockpick may steal all of the gold from another player. If the target has no gold, the lockpick remains unused.

Mace of Authority (2) – [Mace] DAY ONLY
When activated, the Mace allows its owner to place an extra secret vote in moderator chat. The Moderator will announce who received the secret vote but not who cast it. The mace vote is considered cast at the time an order is placed in its owner's mod-chat, and cannot be changed.

Mask of Lies (2) – [Mask] PASSIVE
The owner of a mask will appear to the Seer or a pendant view as the opposite of their true nature. A human (villager, sorcerer or seer) will appear as a wolf and a wolf as a human.

Notepad of the Detective (3) – [Notepad] NIGHT ONLY
The owner of a notepad (Detective) may designate one item to track in the night. The detective will be notified who was designated to have ended up with the item after the pass phase. The detective is not notified of any theft or interception by Thief or Imposter; he will still think his target Item is with its designated owner. If the tracked item is not in the game he will be notified of that, and will receive 1 Gold in compensation. If there are multiple instances of an item, the detective will receive the results for one of them chosen randomly.
Alternatively, the detective may designate one item and a player he believes owns that item. If incorrect he receives the 1 gold compensation and no other information about that item. If correct, he learns where his target sent the designated item (or if his target kept the item, he learns this fact).

Ointment of the Doctor (2) – [Ointment] NIGHT ONLY
The owner of an ointment (Doctor) may treat one other player. If that player is wounded, poisoned or scarred he will be healed and his role (human or wolf) will be revealed to the doctor. If an ointment is used on an unhurt player, it is consumed without generating a report to the Doctor.

Pan of the Prospector (1) – [Pan] NIGHT ONLY
The owner of the Pan (Prospector) may use it to earn a random 0 – 5 Gold.
0: 15%
1: 20%
2: 25%
3: 20%
4: 10%
5: 10%
(Expected value of earnings is therefore 2.2 gold)

Parchment of Secrets (1) – [Parchment] ANY TIME
The owner of a parchment may write a message on it and pass it anonymously to another player (via an order in mod-chat).

Pendant of Seeing (4) – [Pendant] NIGHT ONLY
The owner may view the role (Wolf/Human) of one other player.

Potion of Healing (1) – [Potion] NIGHT ONLY
The owner of a potion may use it on one other player. If that player is wounded, poisoned or scarred he will be healed. If unhurt, the potion is still consumed.

Saber of the Duelist (3) – [Saber] DAY ONLY
The owner of a saber (Duelist) may publicly declare his target during the day, before the lynch. The victim will die that night unless healed.

Scroll of Identity (3) – [Scroll] NIGHT ONLY
A scroll is only usable by a Sorcerer or Wolf. If a Sorcerer uses the Scroll he will learn the identity of all living Wolves. If a Wolf uses the scroll he will learn the identity of all living Sorcerers.

Shroud of Anonymity (2) – [Shroud] PASSIVE
Any player who dies while in possession of a shroud will not have his role announced on death.

Staff of the Wizard (5) – [Staff] DAY ONLY
The owner of a staff (Wizard) may designate one player to be wounded by lightning during the day phase (before lynch). The lightning strike and its target are publicly announced at Dusk. The village will not learn the identity of the wizard. The wounded player will die the following Dawn if not healed in the night.

Stone of the Diviner (2) – [Stone] NIGHT ONLY
The owner of a stone (Diviner) may use it to identify the role of a dead player.

Sword of the Pirate (2) – [Sword] NIGHT ONLY
The owner of a sword may take the Crown by force at night.

Order of activation resolution:

DAY & ANY TIME - Items are considered activated at the time the order is entered in mod-chat and conflicts are resolved as such. Thus, such orders are not changeable or retractable. Passive effects triggered at any time other than during night resolution are only countermanded by a prior shield nullification.

INSTANT - Items are resolved at the time of purchase.

NIGHT (Items are activated strictly in the order given below)
Shield (damage protection)
Crown (King, wolf poison)
Bowl (Gain/Lose Gold)
Mask (Assume false identity if being viewed that Night)
Notepad (Track Item)
Guise (Intercept pass)
Jewel (Forced pass Items)
Water (Protection)
Dagger (Protection/Wolfbane)
Coffer (Accumulate and hide Items & Gold)
Lockpick (Steal Gold)
Stone (Reveal role of the dead)
Dice (Bet Gold)
Pendant (Role view)
Pan (Get Gold)
Cloak (Chatroom 24 hours)
Anvil (Destroy Item)
Hammer (Destroy Item)
Lance (Bodyguard/Wolfkill)
Dart (Assassination)
Book (Promotion to Evil)
Scroll (Identify fellow Evil)
Potion (Cure wound, poison, lightning)
Ointment (Cure wound, poison, lightning + view)
Sword (Depose Monarch)
Gloves (Steal Item)
Crowbar (Steal Item)


FAQ:

Do Sorcerers view for the Seer?
Sorcerers do NOT view for the Seer. The Sorcerer role in this game is a cultist-mason role, promotable to full Wolf by use of a Book.

Can a Mask be used to give a wrong appearance at death?
A Mask affects views (by Seer or Pendant) but does not alter other counting effects or death appearance. A Mask will affect ALL views of its owner on the night it is used up.

Can a player tell how he acquired an Item?
The King/Queen is informed what Items or Gold come to them due to the death of a player who still possessed some of either. The Wolves are informed what Items and Gold they acquired from the Nightkill (though not whether/what Items might have been left behind). A Thief, Villain and Burglar are informed what they acquired through their Item use. All other receipt (including via the mechanism of the Guise) is anonymous.

Can I put in a dummy bid, such as bidding more than I own, repeatedly bidding for the same Item, or just submitting lower preference bids without the high preference ones?
No, and any such bids will terminate the participation of a player in the auction that day.

If both Ointment and Potion are used on the same player in a night, are both consumed, or only the first to be applied (Potion)?
All will be consumed, as they would be on a healthy player. The Ointments will not give any reading, as they are being used on a now healthy player.

How are the Mace/Ring votes announced?
Anonymously at the time of lynch resolution.

Are starting Items randomly distributed?
Completely randomly.

Can money passes be intercepted by the Guise?
No.

If a player is passed a Passive Item which is then activated or stolen in the night, do they learn that they actually had it?
No.
For example, if GJanse is passed a Mask, and viewed that same night, the Mask will activate and disappear. He will not be informed at Dawn that he had one.
If GJanse is passed a Water or Dagger, and attacked that same night, the Water will activate and disappear and he will also not be informed at Dawn that this occurred.
If GJanse is passed an Item and is subject to the Gloves or Crowbar, losing the Item, he will not be advised that he ever had it.

If a player has multiple attack blockers (Water, Daggers) and is attacked, what is used up?
All the Waters would be consumed, at which time the attack would be considered eliminated. The Daggers would then not be used up.

Mod, if a player does not begin the day with a shroud, but bids on one and obtains it before lynch, does the shroud take effect?
Invalid question: The lynch victim is eliminated from consideration in the auction. So the only way a lynchee could have a shroud is to have it already at dawn of that day. In which case, yes, it works.

Can a player purchase an Item if he/she already has one?
Yes, but note that because the Pass phase precedes the Use/Activation phase, in such a circumstance, the player is obliged to pass either the new acquisition or the previously owned Item.
Only a Miser (Coffer owner) or Smith (Hammer or Anvil owner) can keep multiple Items through the Pass phase and only if intending to store (in the coffer) or destroy (with Hammer or Anvil) the extra Item.

If two players with the same Item use that Item on each other, how is that resolved? eg two burglars (Crowbar owners) target each other.
The Items involved in the simultaneous action are excluded from available effects, and the actions are then resolved simultaneously. Similarly if two Lockpicks are used, the result would be that the players would swap Gold.

How are auction bids resolved?
Bids will be resolved as follows:
- All Preference 1 bids are considered.
- All players who can be satisfied (and have outright highest bids for their desired Item) will purchase, and their subsequent preference bids are henceforth ignored.
- All Items which are thus purchased, together with any for which there were tied bids, are henceforth considered unavailable (for the purposes of this auction)
- All remaining Preference 2 bids are considered… etc

Note - It may thus happen that a player bids the absolute most for an Item and yet does not buy anything, if that bid was not a high preference
Example:
Player A bids (1) 6 for Amulet (2) 3 for Stone
Player B bids (1) 6 for Amulet (2) 3 for Mask
Player C bids (1) 2 for Water (2) 8 for Amulet
Player D bids (1) 3 for Water (2) 4 for Mask
Player E bids (1) 5 for Amulet (2) 4 for Hood

(1) D buys Water, nobody buys Amulet. Amulet and Water are now unavailable, D is no longer a bidder. A, B, C and E remain in the auction.
(2) A buys a Stone, B buys a Mask, C has no valid second preference bid, D is no longer bidding, E buys the Hood.
(3) Auction ends.

So despite C having the outright highest bid for Amulet, he ends up buying nothing, and despite B bidding least for the Mask, he purchased it.

A player with the Gavel is considered to have multiple preference 1 bids and is eligible to purchase up to three items on that day.

Changes from Haunted Village 5.J
Badges do not interfere with income.
The Monarch is part of the Badge chat.
The Crown injures attacking wolves.
The Gavel allows multiple purchases.
Decreased cost for the Roman Coin.
Increased returns from the Pan.
Decreased cost of the Scroll


ORDERS


Cassie Orders will be set up for the game.
Each player will have the following
Sell
Bid1
Bid2
Bid3
Use
PassA
PassB
PassC
PassD
PassE
PassF
PassG
Vote


The Vote will only be relevant if one of the abilities of the Ring is employed.
PassA, PassB etc are present so that orders to distribute several Items stack instead of overwriting each other. Please use a different letter for each Item you pass. There is no priority system or any other meaning involved.
Wolves and Sorcerers should note that because they have order panels held in common, they will have individual Pass and Bid orders to prevent overwriting.
Players with the appropriate roles will also have orders for
Kill
View

Players in a team chat (Sorcerers and Wolves) may make orders on behalf of absent colleagues, but are asked to use redundant Pass orders when doing so, to avoid the text being missed at order resolution.

When submitting orders, players are earnestly entreated to use the following format:
ORDER Item,(xyz),(xyz),(xyz)

The Item should be the short label, given in brackets above.
If no Item is relevant to the order, please just write a comma to indicate no Item.
No spaces should be used, just commas to separate details.
(xyz) refers to any other parameters needed.

For example:
Bid1Bowl,1 Bid 1 Gold for the Bowl as preference 1
Bid2Dagger,4 Bid 4 Gold for the Dagger as preference 2
PassA Book,kimapesan Pass the Book to kimapesan
Use Ring,election Call an election using the power of the Ring
Use Ring,jmilum Make a secret vote against jmilum using the Ring
Vote ,kimapesan In the monarch election, vote for kimapesan to be king
Use Dart,Avin Use the Dart to attack Avin
Use Notepad,Mask Use the Notepad to track a Mask
Use Notepad,Mask,Avin Use the Notepad to track a Mask you believe Avin has.
(This will only give you a result if Avin _did_ have a Mask)
Use Hammer,Mask Use the Hammer to destroy your Mask
Pass Coffer,Esuh Pass the Coffer to Esuh
Pass 3,Esuh Pass 3 Gold to Esuh
 
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Re: Haunted Village 6
Player List According to Cassandra:
Ardneh42
Avin
bigtex01
bluebehir
Dispaminite
Javal
Joseph Hill
Kaldar
kendahlj
kristiefix
nyriv
Redhawke
seanp
slyde
Tarrant
TheArchAngel
Uethym
Urza47

18 players are signed up.

To sign up for this game go to
http://www.thecassandraproject.org/jeremy/werewolf/game/3430...
 
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Avin Fernando
United States
Pittsburgh
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Re: Haunted Village 6
Woohoo!
 
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John Valvard
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Spread the conFUDsion wherever you can...
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Re: Haunted Village 6 - Starting November 28 - Signups
Roger Roger, we have sign-up.
Over
 
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Re: Haunted Village 6 - Starting November 28 - Signups
Can't wait!!

Javal will I still be able to talk dirty to you in MOD chat then or will you already be a married man? kiss
 
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Re: Haunted Village 6 - Starting November 28 - Signups
I'm interested in any comments on the additional item changes.

Some were discussed at the end of last game but others were an attempt to make underused items more purchase-worthy.
 
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John Valvard
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Re: Haunted Village 6 - Starting November 28 - Signups
ctrzn wrote:
Can't wait!!

Javal will I still be able to talk dirty to you in MOD chat then or will you already be a married man? kiss
Yes and yes... sorry, I don't understand the question
 
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Andrew DiGregorio
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West Babylon
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Re: Haunted Village 6 - Starting November 28 - Signups
I can NOT say no to a HV game....
 
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Pragmatically turning whims into principles
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Re: Haunted Village 6 - Starting November 28 - Signups
Maybe I can be evil this time.
 
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Kendahl Johnson
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Re: Haunted Village 6 - Starting November 28 - Signups
Manipulate the Data
 
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Re: Haunted Village 6 - Starting November 28 - Signups
I just signed up on Cassandra.
 
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Jonathan Wengler
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Re: Haunted Village 6 - Starting November 28 - Signups - Only 15 Spots left
I just signed up on Cassandra.
 
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Kristie Satterly
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Re: Haunted Village 6 - Starting November 28 - Signups - Only 13 Spots left
Does this actually have a lynch on Friday 11/28 or will it be a long day 1?
 
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Re: Haunted Village 6 - Starting November 28 - Signups - Only 13 Spots left
kristiefix wrote:
Does this actually have a lynch on Friday 11/28 or will it be a long day 1?

Long day one until the following Monday.
 
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Kristie Satterly
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Re: Haunted Village 6 - Starting November 28 - Signups - Only 13 Spots left
Ok, I'll be back Monday... sounds good.
 
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Kristie Satterly
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Re: Haunted Village 6 - Starting November 28 - Signups - Only 13 Spots left
MichaelL wrote:
kristiefix wrote:
Does this actually have a lynch on Friday 11/28 or will it be a long day 1?

Long day one until the following Monday.


Ahh... like it says in the first post in bold.
 
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Re: Haunted Village 6 - Starting November 28 - Signups - Only 12 Spots left
Something funny happened in there. At some point my rules post got cut off in one of my topic edits even though I didn't touch the main body.

I hope I've restored the missing text, and I will double check for accuracy as soon as possible.

Two lesson's learned:

1. Always have .txt backup available.
2. Xandryyte's placeholder topic post is a really good idea.
 
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Re: Haunted Village 6 - Starting November 28 - Signups - Only 12 Spots left
Ok this is messed up.

When I went to sleep last night, the entire rules post was there.

I wake up this morning and it is cut off earlier than ever before.

Why is BGG doing this to me? Is the post too long? If so I will repost it as three or four posts further down on this thread.
 
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~MUST LOVE~ ~Geeky Time Lords~
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Re: Haunted Village 6 - Starting November 28 - Signups - Only 11 Spots left
= looks in =

"Well ... why not?"

= signs up =
 
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Re: Haunted Village 6 - Starting November 28 - Signups - Only 10 Spots left
Hurray, only 10 more, even if BGG won't update the thread title on the forum list.
 
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Kristie Satterly
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Re: Haunted Village 6 - Starting November 28 - Signups - Only 10 Spots left
MichaelL - I'd love to play, but I will be out of town longer then I originally expected. So, I'll drop for now -- and if you don't start until after December 3rd, I should be able to come back in.

soblue
 
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Re: Haunted Village 6 - Starting November 28 - Signups - Only 10 Spots left
kristiefix wrote:
MichaelL - I'd love to play, but I will be out of town longer then I originally expected. So, I'll drop for now -- and if you don't start until after December 3rd, I should be able to come back in.

soblue

Ok thanks Kristie. Right now it is looking like after Dec 3rd is a possibility as we wait for a few more sign ups.
 
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Dr. Urza, PhD of Dungeon Crawl
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Re: Haunted Village 6 - Starting November 28 - Signups - Only 10 Spots left
A few questions:

Why would anyone want to buy anything? An item bought at auction (step 3) would then have to immediately be passed to someone else (step 5, "Each item must be passed to a different player")- the only thing that happens in the meantime are night orders (to whom do I pass that lovely item I just bought?)

The rules state that an item costing $6 or more will not begin in play. They also state that one instance of each Unique/Limited item begins in the game. Which is correct? Are all $6+ items going to be up for auction the first day?

The Crown doesn't have a price. How much gold will the monarch (typically) begin the game with?

Is there any causation between a player's alignment and his starting gold/item? Stated another way, are these things chosen independantly? If not, which is independant, and which is dependant?

Is it true that a unique item that is consumed will not reappear?

Regarding the Badge, by "anonomous participant", do you mean that the courtesians do not know each other? Does it also mean that anything you say cannot be associated with you? (If I, Urza47, were to say "I am Kaldar", would anyone other than the real Kaldar know I was lying?)

What happens if the Coat requires the Monarch to choose a lynch victim, and he is unavailable? (I would guess the game would be delayed)

How can the Guise possibly be used, since it must be passed, and does not function if passed?

Can unique items possibly be in the Chest? Can gold be in the Chest? What happens to unique items in the Chest when the Chest is removed? Are there any boundaries as to the type/quantity/price of items in the Chest?

What is the significance of red items?

What's the difference between the Hammer and the Anvil? Why would anyone want to use them?

When the Auctioneer (has the Gavel) wins an auction, but cannot buy the item, noone else can buy it- what happens to the item subsequently?

So, someone can buy the Jewel and pass it to someone else- that person then can't get rid of the it, and therefore can't receive income. (much like Nethack's loadstone) Can the Jewel be destroyed via Hammer/Anvil?

What determines the items that appear for sale each day, besides unique items being removed in the pass?

Are the secret votes from the Mace and Ring differentiable? (so can I then say "The Ring person voted for Mr. X, and the Mace person voted for Mrs. Y"?)

Is the Mask consumed when its owner is viewed?

How many items appear in a typical auction? Is it constant? Does it decrease as players are killed?

Quote:
Can a player purchase an Item if he/she already has one?
Yes, but note that because the Pass phase precedes the Use/Activation phase, in such a circumstance, the player is obliged to pass either the new acquisition or the previously owned Item.
Only a Miser (Coffer owner) or Smith (Hammer or Anvil owner) can keep multiple Items through the Pass phase and only if intending to store (in the coffer) or destroy (with Hammer or Anvil) the extra Item.

This doesn't make sense. If someone with an item buys another, both must be passed, barring special item powers. I would argue that buying an item in general is foolish unless you already know who you plan to pass it to, and have a good reason for doing so.

What happens if you fail to submit an order to pass an item you possess/just bought? What happens if a kill/view order is not submitted?
 
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Re: Haunted Village 6 - Starting November 28 - Signups - Only 10 Spots left
I forgot to mention I'm signing up.
 
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Re: Haunted Village 6 - Starting November 28 - Signups - Only 10 Spots left
Urza47 wrote:
A few questions:

Why would anyone want to buy anything? An item bought at auction (step 3) would then have to immediately be passed to someone else (step 5, "Each item must be passed to a different player")- the only thing that happens in the meantime are night orders (to whom do I pass that lovely item I just bought?)

You are always allowed to keep one item during the night. You are only forced to pass an item if you have more than one, and in this case you are still allowed to pass with the intention of keeping one of the items.

Quote:
The rules state that an item costing $6 or more will not begin in play. They also state that one instance of each Unique/Limited item begins in the game. Which is correct? Are all $6+ items going to be up for auction the first day?

In the game is not the same as owned by a player (in play). The single copy of the expensive unique items will begin life in the shop waiting for an industrious player to purchase them.

Quote:
The Crown doesn't have a price. How much gold will the monarch (typically) begin the game with?

This will vary slightly but in general the monarch will start with very little gold.

Quote:
Is there any causation between a player's alignment and his starting gold/item? Stated another way, are these things chosen independantly? If not, which is independant, and which is dependant?

Alignment and starting items/gold will be independent

Quote:
Is it true that a unique item that is consumed will not reappear?

If a unique item is removed in the pass, it is returned to the market the following day with few exceptions. If a non-permanent unique item is used successfully, it is removed from the game permanently. If any unique item other than the Crown is destroyed by the Hammer or the Anvil, it is removed from the game permanently. The crown cannot be destroyed or removed from the game by any means.

Quote:
Regarding the Badge, by "anonomous participant", do you mean that the courtesians do not know each other? Does it also mean that anything you say cannot be associated with you? (If I, Urza47, were to say "I am Kaldar", would anyone other than the real Kaldar know I was lying?)
The courtesans do not know each other.

Quote:
What happens if the Coat requires the Monarch to choose a lynch victim, and he is unavailable? (I would guess the game would be delayed)

Probably delayed in the unlikely event that something breaks in this manner.

Quote:
How can the Guise possibly be used, since it must be passed, and does not function if passed?

You only are required to pass an item if you have more than one. So if the guise is kept as the single kept item, it will be active.

Quote:
Can unique items possibly be in the Chest? Can gold be in the Chest? What happens to unique items in the Chest when the Chest is removed? Are there any boundaries as to the type/quantity/price of items in the Chest?

The item in the chest is unique and is not listed in the rules. It will be useful to either team. There will be no gold in the chest.

Quote:
What is the significance of red items?

These items are instantly consumed upon purchase and proved the benefit listed for the duration listed.

Quote:
What's the difference between the Hammer and the Anvil? Why would anyone want to use them?

The hammer is reusable (not consumed upon a successful use). The other is a strategy question.

Quote:
When the Auctioneer (has the Gavel) wins an auction, but cannot buy the item, noone else can buy it- what happens to the item subsequently?

It will be available again for purchase on the following day.

Quote:
So, someone can buy the Jewel and pass it to someone else- that person then can't get rid of the it, and therefore can't receive income. (much like Nethack's loadstone) Can the Jewel be destroyed via Hammer/Anvil?

Yes.

Quote:
What determines the items that appear for sale each day, besides unique items being removed in the pass?

Any unique items that are not currently owned, but are in the game still are available for purchase each day.

A single copy of each non-unique item is available for purchase each day.


Quote:
Are the secret votes from the Mace and Ring differentiable? (so can I then say "The Ring person voted for Mr. X, and the Mace person voted for Mrs. Y"?)

They are indistinguishable

Quote:
Is the Mask consumed when its owner is viewed?

Yes. In general, whenever a non-permanent item is activated, it is consumed.

Quote:
How many items appear in a typical auction? Is it constant? Does it decrease as players are killed?

Not constant. It only varies by the number of unique items available for purchase though.

Quote:
Quote:
Can a player purchase an Item if he/she already has one?
Yes, but note that because the Pass phase precedes the Use/Activation phase, in such a circumstance, the player is obliged to pass either the new acquisition or the previously owned Item.
Only a Miser (Coffer owner) or Smith (Hammer or Anvil owner) can keep multiple Items through the Pass phase and only if intending to store (in the coffer) or destroy (with Hammer or Anvil) the extra Item.

This doesn't make sense. If someone with an item buys another, both must be passed, barring special item powers. I would argue that buying an item in general is foolish unless you already know who you plan to pass it to, and have a good reason for doing so.

Again in general, you are not obligated to pass away every item each night, just all but one. The restriction is on holding multiple items through the night which is only allowed in a couple of cases.

Quote:
What happens if you fail to submit an order to pass an item you possess/just bought?

Wolves and sorcerers have an advantage here as orders from other member of the shared chat can submit such orders for you. In general though if there are no such orders but an item must be passed, the item will be selected randomly as will the pass target.
Quote:
What happens if a kill/view order is not submitted?

There will be no kill or view for that night.
 
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