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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>
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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 ==
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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 ===
=== Roles that are only called in the first night ===


This roles and/or their effects have to be remembered by the GM so they can react to them later in the game.
This roles and/or their effects have to be remembered by the GM so they can react to them later in the game.
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; 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.
; 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.


; 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: 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.
:* Ist als Pendant zur Seherin auf Seiten der Wölfe gedacht.


; 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).
; 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.
:* The seer's counterpart for the wolves.


; 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.
; 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.
:* 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.
:* Sorgt für Kettenreaktionen, wenn plötzlich viele sterben. Und für Spielverkürzung. Besser nur in großen Runden einsetzen.


; 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.
; 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.
:* 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.
:* Will start a chain reaction of sudden deaths. Will shorten the game when playing in bigger groups.


; 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.
; 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.


; 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.
; 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.
:* Der Gefangene kann nicht von den Wölfen gefressen, aber von den Bürgern gelyncht werden (ein Kittchen kann keinem ausreichend wütenden Mob standhalten...).
:* 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.


; 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.  
; Seherin: Zeigt SL eine/n MitspielerIn und bekommt dessen Karte gezeigt.  
:* The prisoner can not be eaten by the wolves, but the village can storm the jail to hang them.
:*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.
:* 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...


; Seer: Points at a player. The GM shows the seer the player's card.
; 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.  
:*Alternatively: Only gets the information if that player is on the villagers' side.
:*abgeschwächte Seherin.


; 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.
:* less powerful seer


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 ==
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