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Witchhunt Online Ruleset

Discussion in 'Little Italy' started by KaiDASH, Sep 25, 2016.

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  1. KaiDASH

    KaiDASH Auror DLP Supporter

    Joined:
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    Location:
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    Witchhunt Online Ruleset & Discussion

    Oh no, bad guys are here. Let's kill people to get rid of them.

    Witchhunt ONLINE EDITION 2.0.1

    Preface: Witchhunt does not accommodate bastard modding. No false or misleading information should ever presented in-game to players, nor should any details about the rules or mechanics be withheld.

    Overview

    Witchhunt is a game in which two factions each seek to control their village by killing off the other: The Villagers and the Witches. There are fewer members of the Witch team, but their identities are secret. Whichever team successfully kills all of their opponents wins.

    The game continuously marches through a daily cycle split into two phases: day and night. The length of each game’s cycle can vary; a real life game might take 10 minutes for each day and night, while a forum game might take a full week. Each phase has an announced deadline, at which point the game automatically transitions to the next phase.

    During night, players may not make public discussion and any actions taken are private from other living players. Each night, the Coven of Witches selects a player to kill.

    This kill is announced at the start of the next day. During day, living players may make open discussion and decide on a player of their own to hang. Any living player may vote for any other living player, and a true majority (more than half) is required to hang someone at the end of the day.

    During this discussion, it may prove important to conceal information or lie. There is no restriction to what players can say or claim! Lies are normally weapons of the Witch team, but anyone can say anything in pursuit of their team’s victory.

    Note that unlike some other games, there is no "flip" (announcement of the player's Type and Role) on death! Which team they were working for remains a mystery!

    The game ends when one side has completely eliminated the other, or when this is inevitable. For example, Witches typically win when at least half the remaining players are Witches, because it is then impossible for Villagers to out-vote and hang them.

    Player Assignments (Role and Type)

    Each player is given two assignments: a unique role, and a non-unique type.

    Roles provide every player with a special, unique ability of some sort. These abilities may be offensive, defensive, mechanical, informational or somewhere inbetween. Powers granted by your role only apply while you are alive.

    Player type is separate from role, and determines what team the player is on.

    For a 7 player game, there are two witches and extra witches are added at 9, 14 and 17 players (making three, four and five witch games, respectively).

    At the start of the game the Witches get an additional, unassigned role and a single Witch may trade their own role with that of the extra role, allowing the Witches a limited amount of optimization of their role assignments.

    Only the Witches know which role was given to them as an extra, so they can use that knowledge later in the game to their advantage in playing around village strategies. Also note that since the extra role is not assigned to a player, any ability that it may have is not usable by the Witches.

    Village Player Types:

    Village Commoner - This is the most common player type. Villagers are simply trying to hunt down the Witches and use their role to help do so.

    Holy Villager - The most powerful roles are considered “holy” and are always aligned with the Village. Their roles are reserved for Holy Villagers and cannot be given to other player types.
    (Holy Villagers have no other unique function besides getting a reserved role that is always Village aligned.)

    Witch Player Types:

    Elder Witch - Elder Witches start in the Coven. They know each other from the start of the game and vote as a group in the Witch Coven each night to kill a player. They may also communicate with each other at all times while alive.

    Remember: Holy roles aside, any role can be any player type - Villager or Witch!

    Important Information

    The Roles

    Some roles use the Reveal keyword. Roles that can Reveal publicly confirm themselves as their role in order to use their power. While any player may claim to be any role, you can only Reveal as a role if you are in-fact, that role.

    After a player chooses to Reveal their role by publicly stating it in thread or privately telling the mod, the mod will make a post to process and confirm this action. If the player states their reveal in the thread, do not post afterwards, wait for the mod to confirm and resolve the Reveal.

    Note that the Pagan, DOB and BOD must privately tell the mod their intentions, due to timing restrictions on their power.

    Holy

    Priest - Each night, you may check if a player is in the Witch Coven.

    Acolyte - At the start of the game, you learn who has the Priest role.

    Information

    Gravedigger - At the start of each odd numbered night, you learn the Role and Player Type of anyone who died during that day.

    Undertaker - At the start of each even numbered night, you learn the Role and Player Type of anyone who died during that day.

    Fortune Teller - At the start of the game, you may select a Holy role and any number of non-Holy roles. You be informed whenever one of them dies in the night (but not which specific one).

    Spiritualist - Once per game during any day (before time is up), you may Reveal your role and privately name any dead player. You will privately learn that player's Type and Role.

    Inquisitor - Each night, you may check if a player is holy or not.

    Peeping Tom - Once per game, you may observe and be observed viewing the private moderator interaction of any non-holy role from the Base Set. If that role is dead, you may make decisions in their place. This does not include any interactions triggered by a Reveal.

    Oracle - At the start of the game, you learn the identity of a random Village Commoner.

    Watchman - At the end of the first night, you learn the identity of a living, random Village Commoner who does not have an Information role.

    Defense

    Survivalist - You start the game with an extra life.

    Gambler - At the start of the game, pick even or odd. On those nights (but not days), you are protected from a kill.

    Benevolent Old Dame - Once per game when your death is announced, you may Reveal your role and give a player other than yourself an extra life.

    Nurse - Once per game during any day (before time is up), you may Reveal your role and name any non-holy role. If that role is still alive, they gain an extra life.

    Pagan - Once per game at the end of night, you may Reveal your role. That night, the Demon's Hauntings provide protection & the Angels do nothing.

    Fanatic - When the Priest checks you, you are secretly notified and gain an extra life.

    Offense

    Judge - At the end of any day the players fail to select a player to hang, you may privately decide yourself, ignoring any extra lives that player may have.

    Hunter - The first time a player survives being killed, you may kill a player other than yourself the following night.

    Dirty Old Bastard - Once per game when your death is announced, you may Reveal your role and kill a player.

    Loose Cannon - Once per game during any day (before time is up), you may Reveal your role. Sacrifice yourself to end the day and personally decide who to hang.

    Assassin - Once per game during any day (before time is up), you may Reveal your role and guess the role of a player other than yourself. If correct, they are killed.

    The Witches

    In addition to their roles, Witches have a few extra tricks that they can use during the game.

    Role Kill: When the Witches choose their kill target, they may also name any role. If that player has this role, they are killed two times. If they are not that role, they will instead survive the kill attempt.

    Last Stand: The last living member of the Witch team may kill up to two different players each night. Note that a maximum of one Role Kill may be made each night.

    Illusion Kill: Once per game, Witches may make an Illusion Kill instead of or in addition to their usual kill(s). The target of an Illusion Kill always survives, so use this later in the game to spread confusion or fake the Last Stand.

    Dead Players

    Dead players may no longer communicate or vote with living players. They also may no longer utilize their role abilities. Dead players may communicate with each other freely, and watch the game unfold.

    However, dead players are NOT eliminated from the game! Instead they continue to serve their side as an Angel or Demon.

    Please note that while dead, players observe all actions made, or information gained by all players. For example, during a typical night, dead players might learn:

    Start of Night​

    1. What the Gravedigger learned (eg: George the Gravedigger discovered that Alice the Oracle was an Elder Witch)
    2. What the Judge chose to do after a no lynch (eg: Jerry the Judge decided to lynch Wanda)

    End of Night​

    1. The players in the coven & their kill target. (eg: The Witch Coven of Amy, Bob and Cindy voted to kill Dave)
    2. The priest and his check target. (eg: Peter the Priest checked Fred, who is not in the Coven)
    3. That the fanatic was checked and now has an extra life. (eg: Fred the Fanatic was checked by the Priest & gained an extra life)

    If there are only dead players from a single group (Angels or Demons), then only that group will learn the info for that phase.

    Angels and Demons

    All dead Villagers are Angels and all dead Witches are Demons.

    Angels may vote as a group to Protect any player from the Coven that night. The chosen player will be Protect against a single kill from the Coven (including one of the two Role Kills or the Last Stand), but not any other kill sources (such as the Hunter).

    Each night, the Demons may pick two players to Haunt. This effects both the Priest and the Angels - if the Priest checks either Haunted player that night, he will receive the result for the other instead! Secondly, if the Angels protect either of the two Haunted players, they may never protect that player again.

    Additionally, Angels may only protect a Haunted player if there are more Angels than Demons.

    In other words, the Angels can stand in the Witches' way, but the Demons can stand in the Angels' way; all in layers of dares and bluffs!

    Note that in order for this to flow smoothly, Demons must choose who they wish to Haunt by the halfway point each night, so that Angels may react accordingly.

    Finally, once per game, the Angels may do a Double Protect, Protecting two players in priority order. If only one of these players would require Protection, they are Protected as normal, but if both players require it then only the player with the higher priority is Protected.

    EXPANSIONS

    Halftime

    The Halftime expansion adds new roles and mechanics to the base game of Witchhunt, allowing for new and exciting situations.

    Halftime

    Halftime is the first night that begins with at least half of all players already dead. Many of the new roles will do something exciting if they survive to Halftime!

    A new player type joins both the Villagers and the Witches - The Village Agents and the Little Witches.

    At the start of the game, the Elder Witches are given a list of players who are the Village Agents and Little Witches, but not who is who! Their goal is to figure out who is on their team and who is merely pretending before Halftime. During Halftime, the Elder Witches may select a living player from the list of Village Agents and Little Witches - If they select a Little Witch, all living Little Witches join the Coven. However, if they select a Village Agent, that Agent gains an extra life instead.

    Village Agents are known to one another and may communicate at any time. Their primary purposes is to confuse the Elder Witches into incorrectly recruiting one of them instead of a Little Witch. Village Agents are aligned with the Village, but do not have reserved roles like Holy players do.

    Little Witches are known to one another and may communicate at any time. They do not know who is on the Coven, but may be recruited into the Coven at Halftime. Additionally, if all Elder Witches die, all remaining Little Witches will form their own Coven at the start of the next Night.

    A Halftime game needs at least 14 players.

    Elder Witches are added at 1, 6, 10 and 20 players.

    Little Witches are added at 14, 17 and 23 players.

    Village Agents are added at 14, 17 and 23 players.

    Other than the chosen Holy Roles, all other players are Village Commoners.

    The Roles

    Bishop [Holy] - At Halftime, the Angels learn your identity and you learn the identities of all living Elder Witches.

    Ranger [Offense] - At Halftime, you may kill a player and you have protection.

    Conspirator [Information] - You start the game knowing what roles the Village Agents have. At the start of Halftime, you gain an extra life.

    Butcher [Offense] - At Halftime, you may kill a player. You kill this player twice, in case once is insufficient.

    Zealot [Information] - At Halftime, you have unlimited protection and learn the identities of all living Holy Villagers.

    Sniper [Offense] - At Halftime, you may kill a player. If they are on your team, they are protected from this kill.

    Daredevil [Offense] - At the end of the day before Halftime, you may Reveal your role. If you do and you are alive at the start of the next day, you may kill a player and give another an extra life.

    Alchemist [Offense] - At Halftime, you may kill a player or give one an extra life.

    Psycho [Offense] - Each night after Halftime, you may kill a player.

    Entertainer [Offense] - At Halftime, you may select three targets other than yourself. If they are on different teams, the odd one out is killed. If they are all on the same team, you are killed.

    The Expanded Dead

    In Halftime games both the Angels and Demons gain an extra single use power to supplement their existing abilities.

    Once per game the Angels may enhance their protection, allowing it to protect the chosen player(s) from any kind of kill for that night, rather than exclusively the Witch Night Kill.

    Once per game the Demons may provide protection to a player of their choice.

    --

    Unless otherwise stated, Base set Witchhunt rules apply.

    Love & War
    The Love and War expansion adds new roles and mechanics to the base game of Witchhunt, allowing for new and exciting situations.

    Love and War

    A new player type joins both the Village and the Witches - The Village Lovers and the Junior Witches.

    The Village Lovers are pairs of players who know each other are town and may chat at all times, however, this advantage comes with a drawback; if one Lover dies, their partner will commit suicide and attempt to join them in death. Whenever a Village Lover is protected by any source, both Lovers in the pair share that protection, additionally, when protected by the Angels, that protection is effective against all kills and not just ones from the Coven. Village Lovers are always Town, but do not have reserved roles like Holy players do.
    Note that Extra Lives do not count as protection and do not get shared, but they will allow a Lover to survive suicide if their partner dies before they do!​

    The Junior Witches are a group of Witches independent from the Elder Witch Coven, but this comes with a catch! The Elder Witches do not know who the Junior Witches are, and neither do the Juniors know the Elder Witches. When the Elder Witches attempt to Night Kill a Junior Witch, that Junior will instead join the Elder Witches on the Coven and the next Night the Witches may make an extra kill on any player. At the start of day after a Junior Recruitment instead of a regular kill survival, it will be announced that a Junior Witch joined the Coven. Additionally, any remaining Junior Witches will be told who the living Elder Witches are.

    A Love and War game needs at least 14 players.

    Elder Witches are added at 1, 6, 10 and 20 players.

    Junior Witches are added at 14, 17 and 23 players.

    Village Lover pairs are added at 14, 17 and 23 players.

    Other than the chosen Holy Roles, all other players are Village Commoners.

    The Roles

    Cupid [Holy] - Each night, you may check if a player is a Village Lover. Additionally, once per game at night, you may also protect all Village Lover pairs from a single kill.

    Lookout [Information] - At the start of the game you must select the player type for the Alarm. If you're alive when the Alarm goes off, gain an extra life.
    Alarm: The Alarm is set to a particular player type. The first morning at least half the players of that type are dead, the Alarm goes off. Village Commoner, Village Lover, Holy Villager, Elder Witch and Junior Witch are the player types in this game. Note that the game at large is not informed of what exactly triggered the Alarm, just that it was.​

    Rogue [Offense] - Once per game during the day the Alarm goes off, you may Reveal your role. If you do and are not dead at the end of the day, you may immediately kill a target and then give another an extra life. The recipient of the extra life is secret.

    Matchmaker [Information] - You start the game knowing what roles each pair of Village Lovers have. You are protected from a kill each night as long as all Village Lovers are alive.

    Wayfinder [Offense] - On the Third Night, you may Reveal your role and select a player to kill. If that player would survive a kill that night, you may cancel the kill attempt and select a different player to kill.

    Copycat [Offense] - Once per game during any day, you may Reveal your role and name any other Role that has Revealed that day. Copy the effect of that role, making any decisions yourself.

    Maniac [Offense] - After the Alarm goes off, you may kill one player each night until you successfully kill someone on the other team.

    Executioner [Offense] - Once per game during any day or night, you may Reveal your role and select any player that survived a kill in the current or immediately previous phase. Kill that player again, this time ignoring all protection.

    The Expanded Dead

    In Love and War games both the Angels and Demons gain an extra single use power to supplement their existing abilities.

    Once per game the Angels may enhance their protection, allowing it to protect the chosen player(s) during the next day as well, so long as it wasn't used during the night.

    Once per game the Demons may provide protection to a player of their choice.

    ROLE SELECTION & GAME SIZING

    It's recommended that all WH games have at least 12 players - having less players than that is prone to swingy, unsatisfying games. All games 17 players or larger should use one of the expansion rulesets to add additional roles and split the Coven.

    Halftime games should have at least 14 players and 12-13 base set roles, adding more Halftime roles as necessary (in the listed order).

    Love & War games should have at least 17 players and 13 base set roles, adding more L&W roles as necessary (in the listed order).

    Here are two things to keep in mind for Base Set role selection:

    1. Starting the game with a large amount of townfirms makes it difficult for the Witches, so we want to use at most, one of Acolyte, Oracle & Watchman for any game with less than 17 players. For larger games, you can use two but using all 3 is not recommended outside of games with inexperienced players. Of the three Roles, Acolyte has the best overall gameplay and should be included before Oracle or Watchman in most cases.

    2. Defensive roles tend to be the roles that have the most variance, as their value depends largely on the player that gets them. With that in mind, we want to use as few defensive roles as possible. Survivalist, Fanatic and Gambler are the most universal, so we want to include them first, then Nurse, then BOD. Note that due to needing a lower amount of Base set roles to run an expansion game, it is not necessary at all to have Defense Roles in expansion games.

    Below are sample role lists for base set & expansion games. For beginner groups you can add in Oracle or Watchman at around the 18th player.

    BASE SET
    1.Priest
    2.Gravedigger
    3.Undertaker
    4.Assassin
    5.Survivalist
    6.Judge
    7.Spiritualist
    8.Hunter
    9.DOB
    10.Inquisitor
    11.Fortune Teller
    12.Pagan
    13.Loose Cannon
    14.Peeping Tom
    15.Fanatic
    16.Gambler
    17.Acolyte
    HALFTIME
    1.Priest
    2.Gravedigger
    3.Undertaker
    4.Peeping Tom
    5.Pagan
    6.Assassin
    7.Hunter
    8.DOB
    9.Loose Cannon
    10.Fortune Teller
    11.Spiritualist
    12.Inquisitor
    13.Bishop
    14.Ranger
    15.Conspirator
    16.Butcher
    17.Zealot
    18.Acolyte
    19.Sniper
    20.Alchemist
    21.Daredevil
    22.Psycho
    23.Entertainer
    LOVE & WAR
    1.Priest
    2.Acolyte
    3.Peeping Tom
    4.Assassin
    5.Gravedigger
    6.Undertaker
    7.Spiritualist
    8.Hunter
    9.DOB
    10.Inquisitor
    11.Fortune Teller
    12.Pagan
    13.Loose Cannon
    14.Cupid
    15.Lookout
    16.Rogue
    17.Matchmaker
    18.Wayfinder
    19.Copycat
    20.Maniac
    21.Executioner

    QUESTIONS
    How does protection work exactly?
    Protection blocks a single kill that occurs at night. Further, Protection stacks, so if you have two sources of protection (say you are the Gambler and Angels target you), it would take three kills in one night to kill you.

    Also note that all kill survivals are made public, while only the first successful kill on each player is. So if someone were to survive two kills in a single night all would be revealed upon day start. However, if someone is successfully killed twice in the same night, only one kill on that player is reported upon day start.​

    When does the DOB / BOD go off?
    All deaths are announced during day, so the DOB / BOD kill or +life always occur during day.​

    How are night actions resolved?
    First, Demons choose their Haunt targets, then all non kill actions are resolved, then all kills are resolved. This means that nothing is interrupted or otherwise impeded by the target or recipient of an action being killed in the night.
    How does the Peeping Tom work exactly?
    The Peeping Tom may observe any completely private interaction made with the moderator, whether it be passive or active. This includes but is not limited to Gravedigger, Undertaker, Watchman, Inquisitor, Judge & Hunter. The observed Role learns the identity of the Peeping Tom, and the Peeping Tom learns them. If the observed role is not alive, the Peeping Tom will still receive information and may make a decision in their place (where applicable), additionally, the player being targeted may queue their actions to react to the PT. It is also acceptable for roles to conditionally target 'The Peeping Tom' as part of their reaction.

    If the PT targets Gravedigger, Undertaker or Judge, the Dead are told in the Start of Night information dump, when targeting any other role, they are told in the End of Night information dump.

    Additionally, if the PT targets the extra, unused Witch Role, that role will be considered dead and the PT may make decisions or gather information in their place. At the end of the day or night that this occurs, the Witches will be told that the PT observed their spare role was dead.

    How does Halftime work exactly?
    Halftime is the first night that /at least/ half the players in the game are dead. If your nights are relatively short (~24 hours or less), it is recommended that you use double the usual night phase length for Halftime.
    It is split loosely into a few distinct phases:
    1. The start, where the Angels learn of the Bishop and all remaining Village Agents and Little Witches. The Witches make their choice of who to recruit, if anybody, during this time. The Demons make their Haunt choices as well.
    2. The join, where the Little Witches will join the Elder Witches on the coven if they chose correctly (or a Village Agent will gain an extra life and the Witches will be sad if the choice was incorrect). All actions except for the Daredevil must be locked before the end of this Phase.
    3. The Daredevil (if Revealed), which is a phase just for the Daredevil to make his choice. He is told who lived, died and survived Kills over Halftime and may Kill and +life any remaining players (including himself).
    4. Day Start!

    For a 48 hour Halftime, a split of either 18/18/12 or 20/20/8 is ok, depending on the Daredevil. Check with the Daredevil before Halftime, and then make clear of the timings at the beginning of Night! If the Daredevil did not reveal, then a 24/24 Halftime split is good.​

    Voting and Deadlines

    Roles that Reveal during the day (such as Nurse or Assassin) extend the day by 24 hours, at the moderators discretion. This is to stop degenerate strategies such as 'use your power immediately before day end to prevent a reaction'.

    During the day, living players may post in this thread and vote to lynch a player. Please make your votes:

    [insert your voting format here]

    You may change votes at any time during the day.

    At the end of the day's deadline, if a player has a majority of votes, that player is lynched. If no player has a majority, or a majority of players vote to no lynch, the decision defers to the Judge. The Judge's identity remains private, and the result is announced. If the Judge is dead or declines Judgment, no one is lynched.

    The number of votes that constitute a majority will be clearly posted at the start of each day.

    Ending the day early requires an unanimous-minus-one vote count.

    Votals will be posted with alarming irregularity.

    Queued Actions

    Roles that make immediate game decision at the start or end of a phase (such as Judge, DOB, BOD) need to have their desired action queued with the moderator - this is to allow the game to run smoothly, as (for example) needing to wait for the Judge to check-in and decide who to lynch after a No-Lynch day could take many hours.

    Additionally, players may have to be away from a computer when they would desire to make critical game decisions. Players can work with the moderator in advance to easily address these circumstances.

    If you are AFK and want to queue an action related to your role, post it in your QT. (In <b>bold</b>, using HTML tags). You cannot queue votes except in extraordinary cases.

    Behavior Rules

    These rules help keep the game fun for everyone. Based on the seriousness of the violation, breaking these rules may result in a warning, a mod-kill via hanging, team forfeit, and/or a ban from participating in future game.

    Hopefully it is not required, but if a mod-kill is needed, make it use the daily hanging for the town either on that day or the one that immediately follows.

    1. No Duplicate Account
    You cannot register for the game under multiple accounts. This is the most serious violation possible.

    2. No Unauthorized Communications
    Players may only communicate with other players using methods specifically allowed by the moderator, such as designated Quicktopics or the game thread. Take care when talking to non-players about the game - if they share your private information with another player, that is a rules violation on you regardless of your intent.

    3. No Encryption
    Encryption is using a specific key to conceal information in text (which may or may not appear to conceal a hidden message), and communicating that key or part of it (including decryption instructions) to other players. (Private or public, before or after) Avoid explicitly declaring unique and unusual significance to non-content such as role ordering, post counts, or voting patterns. Anything that goes beyond irony and is a deliberate attempt to communicate is off-limits.

    4. No Private Moderator Quoting
    The moderator will try to make all communications in the public discussion, privately according to the publicly available script, or privately with yes or no responses. However, unforeseen circumstances do occur, so do not quote or otherwise acknowledge these private messages to other players, if they occur.

    5. No Forum Abuse (No Edits, No Likes)
    This forum has certain features that are undesireable for a smooth game, that we require players to ignore. Do not edit your posts. Do not "thumbs-up" posts. Do not "like" then "unlike" posts. Do not stalk the online forum status of players that have it enabled on their profile.

    6. No Text Dumping
    Do not post (in the public discussion or a QT) non-public material that is copied verbatim from another player, or written yourself more than 2 full game cycles ago. Additionally, do not copy timestamps.

    7. No Personal Attacks
    Above all, don't be a giant douchecanoe. Don't be a little douchecanoe. Don't be any size of douchecanoe.

    CHANGELOG

    1.0 -> 1.1 (10 DEC 15)
    • Witches now receive an extra character upon game start.
    • Angel protect is only effective against the Coven kill (previously provided protection against all night kills).
    1.1 -> 1.1a (18 JAN 16)
    • Codified the unofficial rule allowing Witches to trade characters during pregame.
    • Made explicit how many Witches there are for a certain player count.
    1.1 -> 1.2 (5 FEB 16)
    • Spiritualist now names their target privately.
    • Added Pagan character.
    • Clarified how Peeping Tom works.
    1.2 -> WH13 Ruleset (21 MAR 16)
    • Assassin now doesn't die when he fails to kill.
    • Hunter and Assassin may not self target.
    • Inquisitor only checks for holy / not holy.
    WH13 -> 1.3 (4 APR 16)
    • Witches may no longer trade characters within themselves, except for a single trade with the extra character.
    • Clarified Angel / Demon rules (no changes made)
    • Characters are now called Roles.
    1.3 -> WH8 (DLP) (23 APR 17)
    • Bomber removed
    • Clarified what happens when Peeping Tom selects the extra, unused Witch Role.
    WH8 (DLP) -> 2.0 (27 JUN 17)
    • Added optional Role Kill functionality to the Coven Kill - When the Witches choose their kill target, they may also name any role. If that player has this role, they are killed two times. If they are not that role, they will instead survive the kill attempt. (Note that protection only protects once for each type of protection that you have).
    • When resolving night actions, only the first successful kill attempt will be reported. All kill survivals will be reported as usual.
    • Added Halftime & Love and War expansion rulesets
    • Added the Reveal keyword for rule clarity
    • Double Protect may now only save 1 of the two selected players
    • Gravedigger has been split into two roles, The Gravedigger and the Undertaker which have the same functionality but trigger on odd and even days respectively
    • Watchman changed to learn a non-information role
    • Fortune Teller may now name any number of roles
    • Loose Cannon may now only activate once per game
    • Peeping Tom has been reworded in order to increase clarity. No change in current functionality is intended
    • Removed the Apprentice & Emissary roles
    • The 'Witch' type has been renamed to 'Elder Witch' to allow for clearer rules
    • Removed all references to 'card(s)'
    2.0 -> 2.0.1 (5 AUG 17)
    • The Coven kill may not react in any way to a potential Peeping Tom action.
    • Gravedigger and Undertaker are now correctly reported to Dead players at the start of night.
    • Fortune Teller may now name a maximum of 1 Holy role (and any number of non-holy roles).
     
    Last edited: Aug 5, 2017
  2. Story Content: 2.0 Changelist
    KaiDASH

    KaiDASH Auror DLP Supporter

    Joined:
    Oct 6, 2010
    Messages:
    612
    Location:
    Australia
    2.0 Changelist

    What's New in 2.0

    • Added optional Role Kill functionality to the Coven Kill - When the Witches choose their kill target, they may also name any role. If that player has this role, they are killed two times. If they are not that role, they will instead survive the kill attempt. (Note that protection only protects once for each type of protection that you have).
    • When resolving night actions, only the first successful kill attempt will be reported. All kill survivals will be reported as usual.
    • Added Halftime & Love and War expansion rulesets
    • Added the Reveal keyword for rule clarity
    • Double Protect may now only save 1 of the two selected players
    • Gravedigger has been split into two roles, The Gravedigger and the Undertaker which have the same functionality but trigger on odd and even days respectively
    • Watchman changed to learn a non-information role
    • Fortune Teller may now name any number of roles
    • Loose Cannon may now only activate once per game
    • Peeping Tom has been reworded in order to increase clarity. No change in current functionality is intended
    • Removed the Apprentice & Emissary roles
    • The 'Witch' type has been renamed to 'Elder Witch' to allow for clearer rules
    • Removed all references to 'card(s)'

    We had identified two major problems with previous iterations of WH; the first being that there was too little cost for Town (mass) claims, as there was no real drawback at all after the Priest was known and even if the Priest was unknown it was relatively minor in most cases.

    The second was the Angels were too easily able to save high priority targets such as the Priest, and the existence of Double Protect meant that Witches were required to get mislynches in both MYLO and LYLO.

    As a result, Witches were disadvantaged in WH and often faced situations that seemed inevitable from a very early point in the game.

    The addition of the Role Kill should solve both these issues and be a significant buff for Witches. Roleclaims now have a very real cost at all stages of the game: They prevent the Angels from being able to save you at night.

    Having to successfully get mislynches at MYLO and LYLO was also too high of a final hurdle for Witches, so Double Protect has been weakened such that it will not protect both players simultaneously.

    The Gravedigger was over-centralizing in games and was prone to swings based on which faction had access to the info. Splitting it into two roles makes it less likely that Witches will control all dead player info and in the cases they do they use up a greater amount of their power doing so. It also means that it takes two NK's for the Witches to entirely shut out Town's access to this info.

    The expansion sets are for larger games (17 & more players) so that we don't need to use roles like Oracle to fill our games.

    That should cover the rationale behind the major changes in this version, let me know if you have any questions or other concerns.

    Also many thanks to everyone that I talked to for ideas and feedback, especially Caphriel, Newcomb and Jan.
     
    Last edited: Jul 1, 2017
  3. Story Content: 2.0.1 Changelist
    KaiDASH

    KaiDASH Auror DLP Supporter

    Joined:
    Oct 6, 2010
    Messages:
    612
    Location:
    Australia
    2.0.1 Changelist

    Small update for post WH9.

    • The Coven kill may not react in any way to a potential Peeping Tom action.
    • Gravedigger and Undertaker are now correctly reported to Dead players at the start of night.
    • Fortune Teller may now name a maximum of 1 Holy role (and any number of non-holy roles).
     
    Last edited: Aug 5, 2017
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