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A mind game
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Setup
Assemble a group of players. An odd number is best, although not absolutely mandatory. There should be at least seven players; nine or eleven is better. Make up a set of cards, one for each player, with a role written on each one: One "Moderator" Two "Werewolf" One "Villager (Seer)" All the rest "Villager"
You can also use playing cards; ensure there are enough red suited cards for the villagers then add two black suit cards which will be the werewolves. You can also add a joker to represent the seer. Shuffle the cards and hand them out, face down. Each player should look at his card, but must keep it secret. Only the moderator reveals his card and identifies himself to the group. (Alternatively, the group can choose a moderator in advance; the moderator then takes the "Moderator" card, shuffles the rest, and hands them out face-down.) Two players are now secretly werewolves. They are trying to slaughter everyone in the village. Everyone else is an innocent human villager; but one of the villagers secretly has the Second Sight, and can detect the taint of lycanthropy.
The Goal
The villagers are trying to figure out who's a werewolf; the werewolves are pretending to be villagers, and trying to throw suspicion on real villagers. The seer is trying to throw suspicion on any werewolves he discovers, but without revealing himself to be the seer (because if he does, the werewolves will almost certainly kill him that night, since he's their greatest threat.) Of course the seer can reveal himself at any time, if he thinks it's worthwhile to tell the other players what he's learned. Also of course, a werewolf can claim to be the seer and "reveal" anything he wants. The only information the villagers have is what other players say -- and who dies. Accusing someone of being a werewolf is suspicious. Not accusing anyone is also suspicious. Agreeing with another player a lot is suspicious, and therefore so is pretending not to agree with another player. Never voting to kill a particular player is very suspicious for both of them -- unless it's the seer who knows that player is innocent.
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Winning
The humans win if they kill both werewolves. The werewolves win if they kill enough villagers so that the numbers are even. (Two werewolves and two humans, or one werewolf and one human.) At that point they can rise up and slaughter the villagers openly.
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Narrator Script
(Script for original game format, game variations are on page 6) ------------------------------------------------------------------------------------------------------------------------------It is night. The Moon is full. Everyone, close your eyes. Werewolves open your eyes. Werewolves choose a victim. The werewolves silently agree on and gesture towards the player they want to kill. The moderator silently confirms them. Werewolves close your eyes. Seer, open your eyes. Seer, point at someone. The moderator gives the seer a thumbs up if the indicated player is a werewolf, and a thumbs down if he or she is a villager. Seer, close your eyes. The sun is rising the night is over. Everyone open your eyes and see that (persons name) has been devoured by werewolves. The moderator points at the victim who reveals their card and says nothing for the rest of the game. Villagers, select one person to lynch for this killing. Once the villagers reach a consensus the lynching victim reveals their card and says nothing for the rest of the game. The game then continues from the night phase -------------------------------------------------------------------------------------------------------------------------------
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Calling an Apparition
Apparitions can be called by the villagers for guidance during only ONE day period per game. A majority of the villagers must agree to call an apparition for assistance during the daily debate. The narrator then randomly selects one of the spirits as an apparition. The person selected as the apparition can then point once, and only once at the person they choose to accuse. (They can point for as long as they want but once their arm goes down thats it.) The apparition can not do anything other than point. They can not verbally or physically communicate with ANYONE in any way. They cant nod, point repeatedly, move their eyes, hum, talk etc Once the apparition has been called the spirits are no longer part of the game and they must observe the remainder of the game without saying a word. (If new people are killed after the apparition has been called they simply are out of the game, the do not become spirits.) The villagers must then decide if they take the apparitions advice and lynch the person in question. The apparition can raise some interesting questions for the villagers to consider: Older spirits that are apparitions would likely have more time to discover the werewolfs identity, but how good is their information? If the apparition was once a werewolf, do you trust it? If the apparition is someone that was killed last round do they know enough to be helpful? Additional Note If the combination of seer and spirits is too difficult for the werewolves to overcome, then modify the game so players do not reveal their identities once they have been killed. This will make the villagers much more dependant on the spirits and seer for guidance since they will not know if the person killed or lynched was a werewolf, seer or villager. The narrator should still call the seer and spirits out every night, even if the seer has been killed. This way the villagers wont be tipped off the seer is dead. There is a narrator script for the Apparitions game variant on page 8.
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If this is the second night phase or the spirits are still in play do the following; otherwise skip this portion. Spirits open your eyes. The last spirit lynched point at someone. The moderator gives the seer a thumbs up if the indicated player is a werewolf, and a thumbs down if he or she is a villager. Spirits close your eyes.
The sun is rising the night is over. Everyone open your eyes and see that (persons name) has been devoured by werewolves. The moderator points at the victim who reveals their card** this person says nothing for the rest of the game.
If the villagers decide to call the apparition and the spirits are still in play do the following; otherwise skip this portion. First randomly select one spirit to become the apparition. Apparition point at the person you want to accuse. The apparition can only point it can not give any other signs or communication of any kind. Once the apparition accuses someone the remaining spirits are out of the game, anyone who dies from this point on is also out of the game. They must silently observe until the game finishes.
Villagers, select one person to lynch for this killing. Once the villagers reach a consensus the lynching victim reveals their card** and says nothing for the rest of the game. The game then continues from the night phase ------------------------------------------------------------------------------------------------------------------------------** See additional note on page 7, optional rule: players do not reveal their identities after death.
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Appendix of Sources
Note: the game is also called Mafia the rules are the same but the roles have different names. http://www.eblong.com/zarf/werewolf.html
(Most of the material in this guide is from the site above; credit goes to Andrew Plotkin for its writing).
http://en.wikipedia.org/wiki/Mafia_(game) http://www.princeton.edu/~mafia/
(The link above has many variations on the original game, worth a read if you want to mix things up)
http://www.geocities.com/soonger/taiwan/mafia.html http://wolff.to/bruno/werewolf.html For more Google werewolf party game or mafia party game etc The edited guide you see now and the Apparitions game play variant were created by Pierre Lemoine. (werewolf@neo-media.ca) Feb 2007.
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