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Since the summer of 2003 Werewolf has been played at the conference.
Since the summer of 2003 Werewolf has been played at the conference.
It's a game for larger groups of 8-48 players getting to know each other, killing, discussions, hanging, becoming paranoid and trying to manipulate. The game is constantly growing and changing, and so are the rules.
It's a game for larger groups of 8-48 players getting to know each other, killing, discussions, lynching, becoming paranoid and trying to manipulate. The game is constantly growing and changing, and so are the rules.
<div style="float:right;">[[Datei:Werwolfset.jpg|250px]]</div>
<div style="float:right;">[[Datei:Werwolfset.jpg|250px]]</div>
__TOC__
__TOC__
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We suggest using the order specified below and asking the role to "wake up", e.g. "Cupid wakes up". The role is led through their action by the GM but the player has to keep quiet and try to move as little as possible to not accidentally reveal their identity;
We suggest using the order specified below and asking the role to "wake up", e.g. "Cupid wakes up". The role is led through their action by the GM but the player has to keep quiet and try to move as little as possible to not accidentally reveal their identity;
; Night phase : All players close their eyes. The GM asks the werewolves to "wake up". They have to coordinate via hand signals and agree on someone to "eat" that night. As soon as the GM has understood who their victim is, they "go back to sleep". This should all happen as quietly as possible, otherwise the villages will soon discover the werewolves.<br/>See below for all roles called in each night phase.
; Night phase : All players close their eyes. The GM asks the werewolves to "wake up". They have to coordinate via hand signals and agree on someone to "eat" that night. As soon as the GM has understood who their victim is, they "go back to sleep". This should all happen as quietly as possible, otherwise the villages will soon discover the werewolves.<br/>See below for all roles called in each night phase.
; Day phase : In the "morning", everybody wakes up. The GM reveals who died at night. "Dead" players are not allowed to participate any more, they are out of the game. They are allowed to watch, even at night, if they don't interrupt the game. The surviving players will start a discussion about who acted suspiciously and who was heard moving throughout the night. At this point, it can become chaotic quickly. Players accuse each other, wolves try to appear innocent or blame villagers. Often, people that are very active, are perceived as wolves (trying to shift blame from themselves to others). People, that are particularly quiet (to not stand out to much) or even people in-between (as they try to appear not being to active or too passive) are also accused. To put it another way: it is hard to wrap your head around. In the end, the players have to agree one someone to be "hung" (usually by voting on it). That person dies and night starts immediately.
; Day phase : In the "morning", everybody wakes up. The GM reveals who died at night. "Dead" players are not allowed to participate any more, they are out of the game. They are allowed to watch, even at night, if they don't interrupt the game. The surviving players will start a discussion about who acted suspiciously and who was heard moving throughout the night. At this point, it can become chaotic quickly. Players accuse each other, wolves try to appear innocent or blame villagers. Often, people that are very active, are perceived as wolves (trying to shift blame from themselves to others). People, that are particularly quiet (to not stand out to much) or even people in-between (as they try to appear not being to active or too passive) are also accused. To put it another way: it is hard to wrap your head around. In the end, the players have to agree one someone to be "lynched" (usually by voting on it). That person dies and night starts immediately.


; End of the game: The game ends if all the werewolves are dead or if there are more werewolves than villagers left.
; End of the game: The game ends if all the werewolves are dead or if there are more werewolves than villagers left.
; Hint : if you want to avoid the GM accidentally revealing a role they are interacting with, you can ask people to "make rain", which helps disguise any other noises.


== Recommended Roles for beginners ==
== Recommended Roles for beginners ==


If more than 10% of players are beginners, the following set of cards are recommended. They are also recommended for first-time GMs, because they only have to remember the lovers and the people killed during the night. Everything else is in the rules or happens when a player dies. The GM can look it up or ask the experienced players in that case.
If there are more than 10% beginners playing the game, the following set of cards are recommended. They are also recommended to first-time GMs, because they only have to remember the lovers and the people killed during the night. Everything else is in the rules or happens when a player dies. The GM can look it up or ask the experienced players in that case.


* '''Wolves''': At least two, up to a quarter of the players. Experiment with balancing regarding other roles present.
* '''Wolves''': At least two, up to a quarter of the players. Experiment with balancing regarding other roles present.
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== Recommended Roles for big groups ==
== Recommended Roles for big groups ==
Basically any role which results in extra kills, like the Hunter, the Terrorist, Cupid (optional: triad instead of pair of lovers!)...
Basically anything with more or less random killings, like the Hunter, the Terrorist, Cupid (optional: triad instead of pair of lovers!)...


== Cards/Roles ==
== Cards/Roles ==


In most games there are two teams - the villagers and the wolves. Unless stated, all other roles are part of the villagers team.
Some wolves and a lot of villagers are the main parties of the game. If not stated otherwise, the special roles are playing on the villagers' side.


=== Roles without their own action ===
=== Roles without their own action ===
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This roles have to remember their goals, as they are not called by the GM to perform actions during the game.
This roles have to remember their goals, as they are not called by the GM to perform actions during the game.


; Villager: Just "normal" players. Their influence on the game is limited to the day phase and is described above. In short: They are killed by the wolves one by one and they may hang each other. Well. They would rather kill the wolves to win the game.
; Villager: Just "normal" players. Their influence on the game is limited to the day phase and is described above. In short: They are killed by the wolves one by one and they may lynch each other. Well. They would rather kill the wolves to win the game.


; Hunter: If the hunter dies, a single last shot is fired from their shotgun, killing a player they choose.
; Hunter: If the hunter dies, a single last shot is fired from their shotgun, killing a player they choose.
:* Shortens the game a bit.
:* Shortens the game a bit.


; Jason : Jason wants to be hung. They win (and end the game prematurely), if they are hung by the villagers.
; Jason : Jason wants to be lynched. They win (and end the game prematurely), if they are lynched by the villagers.
:* History and impact on the game: This role was developed at a KIF conference. Jason is a suicidal villager who wants to die by hanging. They try to act like a wolf (but not by being to obvious, otherwise it won't work). Often, werewolves try to act like Jason. The Jason card and the real Jason are both a great source for first-class confusion, chaos and disorder. They are considered a serious danger to any mental health you might have. Rumours are that the "real Jason" always died in the first round. Others say he just wanted to get a beer and get the dying done already.
:* History and impact on the game: This role was developed at a KIF conference. Jason is a suicidal villager who wants to die by lynching. They try to act like a wolf (but not by being to obvious, otherwise it won't work). Often, werewolves try to act like Jason. The Jason card and the real Jason are both a great source for first-class confusion, chaos and disorder. They are considered a serious danger to any mental health you might have. Rumours are that the "real Jason" always died in the first round. Others say he just wanted to get a beer and get the dying done already.


; Frida: They are just so cute and may not be eaten! That's why they win (as a consolation prize) if the are eaten by the wolves.
; Frida: They are just so cute and may not be eaten! That's why they win (as a consolation prize) if the are eaten by the wolves.
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; Terrorist: If they die, they explode. Every self-respecting terrorist has an dead man's handle! They take the next living player on the left and to the right with them. They also win if they are one of the last three surviving players.
; Terrorist: If they die, they explode. Every self-respecting terrorist has an dead man's handle! They take the next living player on the left and to the right with them. They also win if they are one of the last three surviving players.
:* Impact: Players rarely want to kill the people next to them any more. Will decrease consensus about hanging and almost thievish pleasure for the terrorist if they are hung (yes, even if that means they loose the game!). Also, the game duration is shortened slightly, which makes this a perfect role for larger groups.
:* Impact: Players rarely want to kill the people next to them any more. Will decrease consensus at lynchtime and almost thievish pleasure for the terrorist if they are lynched (yes, even if that means they loose the game!). Also, the game duration is shortened slightly, which makes this a perfect role for larger groups.
:* Expansion'''"Achmed the dead Terrorist"''': If the terrorist dies, they are now "Achmed the dead Terrorist". If any of the players references them (by the dead player's name, the name "Achmed" or pointing at them), the dead Terrorist (if they paid attention), calls the words: "Silence! I kill you!" and kills the mentioned  player (based on: [http://www.youtube.com/watch?v=psvL2eYQ7YM "Achmed the dead Terrorist"]).
:* Expansion'''"Achmed the dead Terrorist"''': If the terrorist dies, they are now "Achmed the dead Terrorist". If any of the players references them (by the dead player's name, the name "Achmed" or pointing at them), the dead Terrorist (if they paid attention), calls the words: "Silence! I kill you!" and kills the mentioned  player (based on: [http://www.youtube.com/watch?v=psvL2eYQ7YM "Achmed the dead Terrorist"]).


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:* Only use this role to shorten games with a lot of players.
:* Only use this role to shorten games with a lot of players.
:* GM should tell the players at the start of the game how many players are needed for Sascha's win condition. Otherwise, people forget about it or Sascha claims to have won to early.
:* GM should tell the players at the start of the game how many players are needed for Sascha's win condition. Otherwise, people forget about it or Sascha claims to have won to early.
:* History: Sascha was one of the players that always got hung very early. That's were the idea originated to give him the task to survive as long as possible :)
:* History: Sascha was one of the players that always got lynched very early. That's were the idea originated to give him the task to survive as long as possible :)


; Town fool: One-Time save from being hung by the villagers.
; Town fool: One-Time save from being lynched by the villagers.
:* GM reveals the card when the player is about to be hung.
:* GM reveals the card when the player is about to be lynched.


; Gardener: On the side of the villagers, but the seer will be told they are a wolf.  
; Gardener: On the side of the villagers, but the seer will be told they are a wolf.  
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:* Impact: slight advantage for the villagers
:* Impact: slight advantage for the villagers


=== Roles only called during the first night ===
=== Rollen, die nur in der ersten Nacht aufgerufen werden ===


This roles and/or their effects have to be remembered by the GM so they can react to them later in the game.
Diese Rollen und/oder ihre Auswirkungen muss sich SL merken und später im Spiel entsprechend reagieren.


; Thief (Option 1): 2-3 additional cards (depending on the size of the group) are put in the deck. The thief chooses one of the remaining roles to play (secretly, in the first night).
; Dieb (Variante 1): Für den Dieb werden 2-3 Karten (je nach Gesamtspieleranzahl) zusätzlich hinzugemischt. Der Dieb sucht sich dann aus den überzähligen Karten eine aus und spielt dann diese Rolle.
:* Effects: Only the thief will know which roles are in the game (the GM can pretend they are called anyway). Leads to more mystery and confusion.
:* Auswirkungen: Die MitspielerInnen wissen nicht mehr genau, welche Rollen nun im Spiel sind (sofern SL die überzähligen Rollen "überspielt"). Sorgt für ein wenig Unsicherheit.


; Cupid: Chooses two lovers that will die together. They win the game if they survive together. After choosing, Cupido is a normal villager and goes to sleep. The GM touches the lovers and they open their eyes to know who their lover is.
; Amor: Bestimmt zwei Liebende, die gemeinsam sterben bzw. das Spiel gewinnen, wenn sie als einzige noch leben. Danach ist Amor ganz normaler Bürger und schläft wieder ein. SL merkt sich die Liebenden und tippt sie kurz an. Dann erwachen die Liebenden kurz und erkennen sich.
:* Effects: Game will be a little bit shorter and there is a new party in play. If they are a wolf and a villager, they only win if they kill everyone else
:* Sorgt für eine minimale Spielverkürzung, aber auch für ein kleines Bündnis unter den Liebenden. Potentiell kann dies ein Bündnis zwischen Wolf und Bürger sein...
:* If your lover dies, be sure to reveal yourself as their lover, as the GM may forget.
:* Fairerweise sollten sich die Liebenden von selbst zu erkennen geben, wenn einer von ihnen stirbt. Manchmal vergisst SL das nun mal ...
:* Expansion for big groups: Cupid will choose three people (Menáge á Trois) to die together.
:* Erweiterung für große Spielrunden: Amor bestimmt eine Dreiecksbeziehung (Menáge á Trois), d.h. drei Liebende, die gemeinsam sterben.


; Bishop: Points at a player and therefore declares them a saint (after that, the bishop is just a normal villager). The saint will survive only one attack of the wolves, after that, they only have the powers of their normal role. They are only protected by an attack of the wolves, not by other deaths.
; Bischof: Zeigt auf eine/n MitspielerIn und spricht ihn/sie damit heilig (und ist danach ganz normaler Bürger). Der Heilige überlebt genau einen Angriff der Wölfe und ist danach ganz normal seiner eigentlichen Rolle entsprechend verwundbar (den anderen Rollen gegenüber ist er sowieso verwundbar).
:* Impact: Disguises the work of the witch, as the player can not differenciate between the witches and the bishop's work.
:* Auswirkung: Lenkt vom Tun der Hexe ab, da die Spieler nun morgens nicht mehr unterscheiden können, ob nun die Hexe oder der Bischof am Werk war.
:* The GM MUST remember the saint!
:* SL muss sich unbedingt den Heiligen merken.


;Bodyguard: Points at a player to choose to protect them, of which the GM takes note. If the wolves kill that player, the bodyguard becomes a new werewolf, because they get bitten while trying to protect them. The "new" wolf wakes up with the wolfs and wins with them.
; Leibwächter: Zeigt auf eine/n MitspielerIn und wählt damit einen Schützling, den sich der Spielleiter merkt. Töten die Wölfe den Schützling, wird der Leibwächter automatisch zum Wolf, weil er beim Versuch, seinen Schützling zu schützen, gebissen wird. Der "neue" Wolf wacht dann ab der folgenden Nacht mit den Wölfen zusammen auf.
:* The bitten bodyguard has to remember to wake up with the wolves the next night.
:* Der gebissene Leibwächter und neue Wolf muss selbst daran denken, in der folgenden Nacht mit den anderen Wölfen aufzuwachen.
:* Impact: A new wolf may join the game.
:* Auswirkung: Sorgt für einen potentiellen weiteren Wolf im Spiel.


; Little Red Riding Hood: They reveal themselves to the GM. They can not be killed by the wolves as long as the Hunter is alive. If they are chosen by the wolves, they won't die.  
; Rotkäppchen: Gibt sich SL zu erkennen. Sie kann nicht von den Wölfen gefressen werden, solange der Jäger lebt. Naja. Zumindest nicht endgültig. Fällt später im Spiel die Wahl der Wölfe auf das Rotkäppchen, akzeptiert SL dies zunächst, aber Rotkäppchen stirbt dann halt nicht (sofern der Jäger noch lebt!).
:* Little Red Riding Hood can still die from the Witches poisonous potion. After all, they are not Snow White :)
:* Rotkäppchen kann auch nachts aber immer noch z.B. durch den Gifttrank der Hexe sterben. Sie ist schließlich nicht Schneewittchen.
:* Impact: Distracting from the witches actions, because the players can not differentiate between the witches healing potion and Little Red Riding Hoods ability.
:* Auswirkung: Lenkt vom Tun der Hexe ab, da die Spieler nun nicht mehr unterscheiden können, ob die Hexe den Heiltrank verwendet hat oder das Rotkäppchen erwischt wurde.


; Zombie: Makes themselves known to the GM. If the wolves eat the Zombie, they will not die immediately but in the next night.
; Zombie: Gibt sich SL zu erkennen. Fressen die Wölfe später den Zombie, stirbt er einfach eine Nacht später.
:* The GM has to remember the Zombie and remember to not reveal the attack immediately, but kill them in the following night.
:* SL muss sich den Zombie merken und auch nach der Folgenacht von dessen "eigentlichem" Tod daran denken, ihn als tot zu erklären.
:* Impact: Distracts from the Witches actions, as the players can not know if the Witches or the Zombie's powers fired.
:* Auswirkung: Lenkt vom Tun der Hexe ab, da die Spieler nun nicht mehr unterscheiden können, ob nun die Hexe oder der Zombie am Werk war.


=== Roles that are called every night, except the first one ===
=== Rollen, die in jeder Nacht, außer in der ersten, aufgerufen werden ===


; Thief (Option 2): May (or not) choose a dead or living person to exchange cards with. The GM shows the thief, which role they have taken. They touch the "new" thief so they know about their new role as well.
; Dieb (Variante 2): Darf (muss aber nicht) sich jemanden (lebendig oder tot) aussuchen, mit dem er die Karte tauscht. SL zeigt dem bisherigen Dieb kurz die neue Karte und tippt dann den "neuen" Dieb an, damit dieser Bescheid weiß, dass seine Rolle nun "Dieb" ist.
:* Impact: Roles that are out of the game can get back into the game (however, the thief will be out of the game in that case. This is not without risk, as the earlier thief might still know who the current thief was and which role is back in the game ...
:* Dadurch können auch bereits gestorbene Rollen wieder ins Spiel kommen (dann ist aber der Dieb aus dem Spiel). Das ist nicht ohne Risiko, da der vorherige Dieb möglicherweise zum einen noch weiß, wer gerade Dieb ist und zum anderen sehen kann, welche Rolle plötzlich wieder im Spiel ist ...
:* If the witch is stolen, all potions are restored. Also, the terrorist can explode again and the Hunter can shoot again. Cupido and the Bishop have played their actions at the beginning of the game and will not be called again.
:* Wird die Hexe geklaut, hat sie wieder alle Tränke. Ebenso kann auch ein Terrorist nochmal explodieren oder ein Jäger nochmal schießen. Amor und Bischof haben ihre Rolle jedoch bereits am Anfang des Spiels ausgespielt und werden nicht neu aufgerufen.
:* Can confuse the GM if Little Red Riding Hood or the Zombie are stolen and they have to remember a new player. For the players it is confusing anyway, as some players suddenly act differently.
:* Kann für SL verwirrend werden, wenn z.B. Rotkäppchen oder Zombie geklaut werden und er sich eine neue Person merken muss. Für die Spielrunde wird es sowieso verwirrend, wenn einzelne SpielerInnen plötzlich ein anderes Verhalten zeigen.
:* Stealing is not without risk. The thief will die if they try to steal one of the following:
:* Diebstahl ist nicht ohne Risiko. Der Dieb stirbt, wenn er eine der folgenden Karten klauen will:
:** Vampire (as the Elder-relationship will be broken during the Stealing).
:** Vampir (weil beim Diebstahl der Vampirkarte die Elter-Beziehung kaputt gehen würde).
:** Bodyguard (as the "new" Bodyguard will not know who the new protected person is).
:** Leibwächter (weil der "neue" Leibwächter seinen Schützling nicht kennen würde).


; Inquisitor: May choose a player to torture. If the player is a Wolf, Vampire, Witch or Succubus, they die, otherwise, the Inquisitor is hit by lightening. The result is revealed in the morning by the GM).
; Inquisitor: Wählt einen Spieler zur Folterung aus (oder verzichtet darauf). Ist es Wolf, Vampir, Hexe oder Succubus, stirbt der Gefolterte, ansonsten der Inquisitor durch einen unerwartet zielgerichteten Blitz (SL gibt das Ergebnis erst am nächsten Morgen bekannt).
:* The Inquisitor should be veeeery sure about torturing someone...
:* Der Inquisitor sollte sich seiner Sache seehr sicher sein, wenn er jemanden foltern will...
:* If Vampires are in play, the GM should take care to notice at the Vampire's turn if the tortured player is a Vampire.
:* Sind Vampire mit im Spiel, sollte SL später beim Aufruf der Vampire genau darauf achten, ob der Gefolterte ein Vampir ist.


=== Roles called every night ===
=== Rollen, die in jeder Nacht aufgerufen werden ===


; Sandman: Points at a person every night. The GM touches the person, to make them know they are not allowed to wake up. The sandman may not select two people twice in a row.
; Sandmann: Zeigt SL am Anfang jeder Runde eine/n MitspielerIn. Diese/r SpielerIn darf in dieser Nacht nicht aufwachen. Darf in aufeinanderfolgenden Nächten nicht die gleiche Person wählen.


; Guarding Angel: Awakes at the beginning of each night (after the Sandman) and chooses a player (incluing themselves) to protect from the wolves. If that player is killed by the wolves, they do not die. However, the Guardian Angel may not choose the same player twice in a row.
; Schutzengel: Erwacht am Anfang jeder Nacht (ggf. nach dem Sandmann) und bestimmt einen Spieler (auch sich selbst), den er vor den Werwölfen beschützen will. Selbst wenn der ausgewählte Spieler von den Werwölfen gebissen wird, stirbt er nicht. Darf in aufeinanderfolgenden Nächten nicht die gleiche Person wählen.


; Succubus: Plays on the wolves' side. Gets to know if a player they choose has a special role or if they are a normal villager).
; Succubus: Spielt auf Seite der Wölfe. Sie erhält die Information, ob ein/e MitspielerIn ihrer Wahl eine Sonderrolle inne hat oder nur ganz normaler Bürger ist.
:* The seer's counterpart for the wolves.
:* Ist als Pendant zur Seherin auf Seiten der Wölfe gedacht.


; Wolves (+Succubus): Silently choose a victim to be eaten. The GM remembers the victim and tells the village in the morning that they died (except when other roles change the outcome). There is a Wolf in sheep's clothing that can not be detected by the seer.
; Wölfe (+Succubus): Wählen gemeinsam möglichst geräuscharm ein Opfer aus, das aufgefressen wird. SL merkt sich das Opfer und gibt es am Morgen bekannt (sofern keine Änderungen durch andere Rollen eintreten). Es gibt einen Wolf im Schafsfell, welcher von dem SL der Seherin als "nicht böse" angezeigt wird.


; Vampire: Vampires are an additional party in the game. They select one of themselves every night. This Vampire bites another player. The bitten player has now two roles: Vampire and their original one. The GM informs them that they are now a Vampire by touching them. Also, the GM points out which Vampire transformed them. This is now their "Elder". If a Vampire dies from any cause, any players he bit also die. The Vampires win the game if only Vampires are left.
; Vampire: Vampire stellen eine eigene Partei im Spiel dar. Die Vampire wählen jede Nacht unter sich einen Vampir aus, der wiederum einen Mitspieler beißt. Dieser Mitspieler wird nun selbst (zusätzlich zu seiner bisherigen Rolle) zum Vampir und erfährt, wer ihn gebissen hat. Stirbt nun ein Vampir (aus welchem Grund auch immer: durch die Wölfe, die Lynchjustiz der Bürger, eine Sonderrolle oder weil der "Elter-Vampir" stirbt), so sterben alle, die dieser Vampir gebissen hat, mit. Die Vampire gewinnen das Spiel, sobald nur noch Vampire am Leben sind.
:* Every Vampire has to remember their Elder and give notice when that player dies. To crosscheck, every Vampire remembers who they turned into new Vampires.
:* Jeder Vampir muss sich merken, wer sein/ihr "Elter-Vampir" ist und sich melden, sobald dieser stirbt. Zur Gegenprobe merkt sich jede/r Vampir ebenfalls, wer von ihr/ihm gebissen wurde.
:* Will start a chain reaction of sudden deaths. Will shorten the game when playing in bigger groups.
:* Sorgt für Kettenreaktionen, wenn plötzlich viele sterben. Und für Spielverkürzung. Besser nur in großen Runden einsetzen.


; Witch: The GM tells them who will be killed by the wolves. They can then use a healing potion and/or a poisonous potion on a player of their choosing. In every game, they only have one of each kind.
; Hexe: Sie bekommt von SL gezeigt, wer von den Wölfen getötet wurde. Sie kann dann einen Heiltrank einsetzen und/oder einen Gifttrank auf ein Opfer ihrer Wahl anwenden. Pro Spiel hat sie nur je einen Heil- und Gifttrank zur Verfügung. Sie wird jede Nacht gefragt, welche Tränke sie einsetzen möchte. Im Falle des Gifttranks zeigt sie SL, wem dieser verabreicht wird.


; Druid: Points at a player to dose their breakfast (not the same player twice in a row!). If this player is hung, the GM tells the players that their chosen victim was dosed with a magic potion and in the brawl another player was hung. The new victim is chosen by the dosed player.
; Druide: Zeigt SL eine/n MitspielerIn und kippt ihr/ihm damit einen Zaubertrank ins Frühstück (allerdings nicht zweimal hintereinander der/dem selben!). Wenn der so Gestärkte von den BürgerInnen gelyncht werden soll, sagt SL nach der Lynchopferabstimmung, dass das gewählte Opfer unter Zaubertrankeinfluß steht und im Handgemenge jemand anderes erwischt hat. Der Gestärkte darf dann ein anderes Opfer auswählen.


; Sheriff: Points at a player to put them into jail (not the same player twice in a row!). The prisoner is announced by the GM in the morning and is blocked from active participation for one day and night. They are not allowed to speak or communicate with their body to the other players. They may not vote or use their role. The GM will call the role as usual, with no result.  
; Sheriff: Zeigt SL eine/n MitspielerIn und steckt sie/ihn damit ins Kittchen (nicht sich selbst und nicht zweimal hintereinander die/den selben MitspielerIn!). Der Gefangene wird morgens von SL bekanntgegeben und darf sich einen Tag und eine Nacht lang nur passiv am Spielgeschehen beteiligen. Er darf nicht mitdiskutieren, nichts sagen, nicht gestikulieren, nicht mit abstimmen, nachts auch keine Rollenaktion nutzen und noch nicht mal mit der Wimper zucken. SL spricht die Rollenaktion ggf. pro forma ohne Auswirkungen durch.  
:* The prisoner can not be eaten by the wolves, but the village can storm the jail to hang them.
:* Der Gefangene kann nicht von den Wölfen gefressen, aber von den Bürgern gelyncht werden (ein Kittchen kann keinem ausreichend wütenden Mob standhalten...).
:* If the last wolf is in jail, the GM has to take care not to let the village know. However, if nobody dies at night, some villagers may notice what happened...
:* Ist zufällig der letzte Wolf im Kittchen, kann er des Nachts natürlich auch nicht auf Futtersuche gehen... SL überspielt das zwar, aber aufmerksame Mitspielerinnen machen sich morgens schon Gedanken, wenn niemand über Nacht gestorben ist.


; Seer: Points at a player. The GM shows the seer the player's card.
; Seherin: Zeigt SL eine/n MitspielerIn und bekommt dessen Karte gezeigt.  
:*Alternatively: Only gets the information if that player is on the villagers' side.
:*Alternativ: Bekommt vom Spielleiter nur die Information, ob es sich um einen bösen Charakter (Wolf/Succubus/Vampir) oder eine beliebige Rolle auf Seiten der Bürger handelt.


; Companion: Points at a player at the end of the night. As they spend the night in this player's bed, they get to know if that player was active during the night.  
; Bordsteinschwalbe: Wird am Ende der Runde aufgerufen. Zeigt SL eine/n MitspielerIn und bekommt vom SL die Information ob die Person in dieser Nacht aktiv war.  
:* less powerful seer
:*abgeschwächte Seherin.


Everything else (choice of and adding additional roles, update of the rules above) is for the Game Master to decide.


Alles weitere (Auswahl und Hinzunahme weiterer Rollen, Aktualisierung der obigen Empfehlung) obliegt dann der/dem SpielleiterIn.
== Resources ==
== Resources ==
; '''printable Rules (German)''': From the German Version of the Site October 2010
; '''printable Rules (German)''': From the German Version of the Site October 2010
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