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Total: 90 Pkg: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16

Base Orig 78 78 11 14 12 13 12 13 13 10 15 12 13 12 13 13 13 12 78 78 78
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Cards in Art Packs but not in base game
Alexander (Vanity)
0 (Kimb)
1
Same role as Kimb
Amulet of Protection
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1
WAS in 2013 Set 1 1 1
Hoodlum 105K 1 WAS in 2013 Set 1 1 1
Kimb (Vanity)
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1
(Alex) Same role as Alexander
Moderator 105K 1
WAS in 2013 Set 1 1 1
Priest 105K 1
WAS in 2013 Set 1 1 1
Teria (Vanity)
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Tom Vasel
0 Back the Dice Tower Kickstarter at a level that gets a promo pack ($50)
NEW Cards for BASE game
Father Time (Timer) 1
Artist for Father Time
Dr. Boom 1
Dr Helgo (Narcissist) 1
Huntress 80K
Magician 1
WAS in 2008 Set (No Expns, Different)
Mo T. Le'Sav 1 Also available as Tom Vasel card from The Dice Tower Kickstarter ($50)
Narcissist 2 1
Narcissist 3 1
Ralph (Timer) 1
Revealer 1
Sam (Timer) 1
Extra Base Game Cards at 105K Goal
Mason (Extra 3rd) 105K
Extra WAS in 2013 Set See below
Blank Cards 105Kx3
Werewolf 105Kx4
Extra WAS in 2013 Set See below
Villager 105Kx3
Extra WAS in 2013 Set See below
Vampire 105Kx3 Extra WAS in 2013 Set See below
78 Base level cards
Blank Cards 2 2 2 2
Seer 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 2 2
Werewolf 8 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 8 8 8
Villager 12 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 20 20 20
Vampire 4 1 4 4 4
Apprentice Seer 1 1 1 1 1 1
Aura Seer 1 1 1 1 1
Bodyguard 1 1 82K 1 1 1
Cult Leader 1 1 1 1 1
Cupid 1 1 1 1 1
Cursed 1 1 1 1 1
Diseased 1 1 1 1 1
Old Base
Doppelganger 1 1 1 1 1
Drunk 1 1 1 1 1 1
Ghost 1 1 1 1 1
Hunter 1 1 1 1 1
Lone Wolf 1 1 1 1 1
Lycan 1 1 1 1 1
Mason 2 1 3 3 3
Mayor 1 1 1 1 1
Minion 1 1 1 1 1
Old Hag 1 1 1 1 1
Pacifist 1 77K 1 1 1
P.I. (Paranormal Investigator) 1 1 1 1 1 1
Prince 1 1 1 1
Sorceress 1 Sorceress in Base Game. 1 Sorcerer 1 1 1
Spellcaster 1 1 1 1 1
Tanner 1 1 1 1 1
Tough Guy 1 1 1 1 1
Troublemaker 1 1 1 1 1
Village Idiot 1 1 1 1 1
Witch 1 1 1 1 1
Wolf Cub 1 1 1 1 1 1
Martyr 0 WAS in 2013 Set 1 1 1
Magician (Old Version)0 Same as Witch, WAS in 2008 Set (No Expns)
Old Man 0 WAS in 2013 Set 1 1 1
Big Bad Wolf 1
Dire Wolf 1
Fang Face 1 UW:Wolfpack
Fruit Brute 1
Virginia Woolf 1
Wolverine 1
Count Dracula 1 1
Frankenstein's Monster 1 1
Teenage Werewolf 1 UW:Classic Movie Monsters 1
The Blob 1 1 1
The Mummy 1 1
Zombie 1 1
Beholder 1 1
Bogeyman 1 1
Dreamwolf 1 UW:Night Terrors 1
Insomniac 1 1
The Count 1 1
The Thing 1 1
Bloody Mary 1 1
Chupacabra 1 1 1 1
Leprechaun 1 UW:Urban Legends 1
Nostradamus 1 1
Sasquatch 1 1
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Wolf Man 1 1
Additional Stretch Goals that are not tied to a Role:
Timer App
Artifacts Redesign
Night of the Black Moon
1500 Backers: Fangs for the Memories
100K: Collectors Box
105K: 18 Additional Base Cards
Notes:
81 40 0 6 6 6 6
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Description
Same role as Kimb You aren't on anyone's team until one side is aboute to lose, and then you join that side. You only win if you haven't been eliminated at the end of the game. (She switches teams when a team is about to lose so if the last werewolf dies she becomes a werewolf immediately, or if the werewolves achieve parity she becomes a villager. Basically prolongs the game a little bit longer. And she wins reagardless of her team winning as long as she's alive.Also Ted plays that the village doesn't all die the game just ends. It's the only way to make Kimb work properly and Tom Vasel for that matter.)
1 The holder of the Amulet cannot be eliminated. (You must give the amulet to another player the next night?)
1 Choose 2 players on the first night. They must die and you must be alive at the end of the game. (to win)
Same role as Alexander You aren't on anyone's team until one side is aboute to lose, and then you join that side. You only win if you haven't been eliminated at the end of the game. (She switches teams when a team is about to lose so if the last werewolf dies she becomes a werewolf immediately, or if the werewolves achieve parity she becomes a villager. Basically prolongs the game a little bit longer. And she wins reagardless of her team winning as long as she's alive.Also Ted plays that the village doesn't all die the game just ends. It's the only way to make Kimb work properly and Tom Vasel for that matter. Kimb rhymes with Limb)
1 You are the Moderator.
1 One night per game, choose a player to be protected. That player may not be eliminated at night.
Each night, wake with the other Werewolves. The first night, choose a player and learn if that player is the Seer.
Back the Dice Tower Kickstarter at a level that gets a promo pack ($50) If you have not been eliminated by the end of the game, you are the only one who wins.
If time runs out three times during a game, Father Time wins.
If you are eliminated, the players immediately to your left and right are eliminated as well.
The first night, wake up and steal a card from another player. You are now that role.
You may eliminate a player at night once per game.
1 The Magician gets to use a different nighttime power each night. Here's how it works: Before the game, the Moderator puts several nighttime-active roles in a pile (while he may reveal those roles to the players, it's better if he doesn't), and then each night, including the first night, he shows one of those cards to the magician, who may then use that special power. If he shows the Magician the Seer (this can happen because all you Kickstarter backers have at least one extra Seer), the Magician points to a player and learns if he is a werewolf. If he's shown the Insomniac, he'll be told if a player on either side of him woke up that night. If he's shown the Leprechaun, he can retarget who the werewolves selected. It's a fun, dynamic and exciting role that can really help the village!
Also available as Tom Vasel card from The Dice Tower Kickstarter ($50)
If you have not been eliminated by the end of the game, you are the only one who wins.
Each night, wake up with the other Werewolves. If time runs out before a vote takes place, you must vote for players to not be eliminated.
Each night you may point to a player. If that player is a Werewolf he is eliminated. If he isn't, you are eliminated instead.
If time runs out before a vote takes place, you must vote for players to not be eliminated.
See below You know who the other Masons are.
Create your own card or replacement!
See below Each night, wake with the other Werewolves and choose a player to eliminate.
See below Find the Werewolves and eliminate them.
See below Each night, choose a player. That player is eliminated when a player gets their 3rd accusation the next day.
3 0 Create your own card or replacement!
2 1 Each night choose a player to learn if he is a Villager or a Werewolf
12 5 Each night, wake with the other Werewolves and choose a player to eliminate.
20 12 Find the werewolves and eliminate them.
6 0 Each night, choose a player. That player is eliminated when a player gets their 3rd accusation the next day.
1 1 If the Seer is eliminated, you become the Seer, waking each night to look for Werewolves.
1 Choose a player each night to see if that player is not a Werewolf or Villager.
1 1 Each night, choose a player who cannot be eliminated that night (Must be different)
1 1 Each night, choose a player to join your cult. If all players are in your cult, you win.
1 1 The first night, choose two players to be linked together. If one of them is eliminated, the other is eliminated as well.
1 1 You are on the Village team unless you are targeted for elimination by the Werewolves, at which time you become a Werewolf.
1 1 If you are eliminated by the Werewolves, they don't get to eliminate anyone the following night.
<-- The color scale in the
artist total is an
experiment. Green means
more roles, red fewer roles,
white is average.
Old Base Expansions
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1 The first night, choose a player. When that player is eliminated you become that role.
1 You are a Villager until the third night, when sober up and learn your real role.
1 The first night, you are eliminated. Communicate to the players with single letter clues.
1 1 If you are eliminated, you may immediately eliminate another player.
1 1 Each night, wake with the other Werewolves. You only win if you are the last player in the game.
1 1 You are a Villager, but appear to the Seer as a Werewolf.
3 2 The first night, wake up to see who the other Mason is.
1 1 Your vote counts twice.
1 Work with the werewolves to kill the villagers.
1 1 Each night, choose a player to leave the village during the next day.
1 1 You must always vote for players to not be eliminated.
1 1 One night per game, choose a player. You'll be told if that player or one of his neighbors is a Werewolf.
1 1 Survive a lynching and reveal your role.
1 1 Each night, look for the Seer. You win if the werewolves win.
1 1 Each night, choose a player who may not speak the following day.
1 1 You hate your job and your life. You win if you are eliminated.
1 If the Werewolves attempt to eliminate you, you are not eliminated until the following night.
1 One night per game, stir up trouble by calling for players to be eliminated the following day.
1 1 You always vote for players to be eliminated.
1 1 You may save or eliminated a player at night once each per game.
1 1 Each night, wake with the Werewolves. If you are eliminated, the Werewolves eliminate two players the following night.
1 Take the place of anyone who has just been lynched.
1 Kill or heal a player at night, once each per game.
1 You will die on night X, where X is the number of werewolves in the game plus one.
1 Each night, wake with the other Werewolves. If you are still in the game, the Werewolves may eliminate two adjacent players.
1 ?
1 ?
1 You are vegitarian?
1 ?
1 ?
1 Each night, pick a player to be a wife. If you make it through a day/night cycle with 3 wives, you win.
1 Whenever a special character dies, you get their power
1 Wake with the other werewolves. You must say "werewolf" at least once per day.
1 Each night, the player to the right of The Blob is absorbed. If all players are part of The Blob, you win.
1 Each night, pick a player to be hypnotized. That player will vote the way you do.
1 Each night, pick a player and eat their brains. That player may no longer vote.
1 The first night you are shown who the Seer is.
1 If the Werewolves don't agree on a target quickly, you choose a target. You win if all the night-active players are dead.
1 You don't wake at night with the other Werewolves until after a Werewolf is killed.
1 Each night, learn if at least one of your neighbors has woken up during the night.
1 The first night you are told how many Werewolves are in each half of the village.
1 Each night, tap a player sitting immediately next to you.
1 If you die, each night kill either a Villager if you were lynched or a Werewolf if you were attacked.
1 Each night, choose a player. If that player is a werewolf, he is eliminated. If the Werewolves are eliminated, you eliminate any other player.
1 Each night, you may redirect the werewolves' attack to a player sitting next to their target.
1 The first night, predict which team will win. If you are alive at the end of the game and predicted accurately, you win.
1 You are on the villager team unless a day ends without a lynch. Then you switch teams to the werewolves.
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1 You wake with the other Werewolves each night, but the Seer sees you as a Villager.
Each player in the game is assigned an occupation when they arrive to play. You have folks like an Innkeeper, a Knight, a Tailor, even an Osterman. Once everyone is seated, the lights dim, and in comes a friend of the village, who gives an envelope to each of the players, addressed to them in their occupation. In this envelope are two things: an Ultimate Werewolf role card, and a letter specific to that person, which gives them all sorts of info about the village they are in and what seems like an immense amount of information about some of their fellow players. The game is then played like regular werewolf, but all the players hold the answers in their hands to solve the mysteries presented to them, the most important of which is who are the werewolves? Of course, the werewolf players have info too, and this results in an incredibly rich environment where the story is told by the players based on their interpretation of the letters they hold.
You aren't on anyone's team until one side is aboute to lose, and then you join that side. You only win if you haven't been eliminated at the end of the game. (She switches teams when a team is about to lose so if the last werewolf dies she becomes a werewolf immediately, or if the werewolves achieve parity she becomes a villager. Basically prolongs the game a little bit longer. And she wins reagardless of her team winning as long as she's alive.Also Ted plays that the village doesn't all die the game just ends. It's the only way to make Kimb work properly and Tom Vasel for that matter.)
The holder of the Amulet cannot be eliminated. (You must give the amulet to another player the next night?)
Choose 2 players on the first night. They must die and you must be alive at the end of the game. (to win)
You aren't on anyone's team until one side is aboute to lose, and then you join that side. You only win if you haven't been eliminated at the end of the game. (She switches teams when a team is about to lose so if the last werewolf dies she becomes a werewolf immediately, or if the werewolves achieve parity she becomes a villager. Basically prolongs the game a little bit longer. And she wins reagardless of her team winning as long as she's alive.Also Ted plays that the village doesn't all die the game just ends. It's the only way to make Kimb work properly and Tom Vasel for that matter. Kimb rhymes with Limb)
One night per game, choose a player to be protected. That player may not be eliminated at night.
Each night, wake with the other Werewolves. The first night, choose a player and learn if that player is the Seer.
If you have not been eliminated by the end of the game, you are the only one who wins.
If you are eliminated, the players immediately to your left and right are eliminated as well.
The Magician gets to use a different nighttime power each night. Here's how it works: Before the game, the Moderator puts several nighttime-active roles in a pile (while he may reveal those roles to the players, it's better if he doesn't), and then each night, including the first night, he shows one of those cards to the magician, who may then use that special power. If he shows the Magician the Seer (this can happen because all you Kickstarter backers have at least one extra Seer), the Magician points to a player and learns if he is a werewolf. If he's shown the Insomniac, he'll be told if a player on either side of him woke up that night. If he's shown the Leprechaun, he can retarget who the werewolves selected. It's a fun, dynamic and exciting role that can really help the village!
If you have not been eliminated by the end of the game, you are the only one who wins.
Each night, wake up with the other Werewolves. If time runs out before a vote takes place, you must vote for players to not be eliminated.
Each night you may point to a player. If that player is a Werewolf he is eliminated. If he isn't, you are eliminated instead.
If time runs out before a vote takes place, you must vote for players to not be eliminated.
Each night, choose a player. That player is eliminated when a player gets their 3rd accusation the next day.
Each night, choose a player. That player is eliminated when a player gets their 3rd accusation the next day.
If the Seer is eliminated, you become the Seer, waking each night to look for Werewolves.
The first night, choose two players to be linked together. If one of them is eliminated, the other is eliminated as well.
You are on the Village team unless you are targeted for elimination by the Werewolves, at which time you become a Werewolf.
If you are eliminated by the Werewolves, they don't get to eliminate anyone the following night.
The first night, you are eliminated. Communicate to the players with single letter clues.
Each night, wake with the other Werewolves. You only win if you are the last player in the game.
One night per game, choose a player. You'll be told if that player or one of his neighbors is a Werewolf.
If the Werewolves attempt to eliminate you, you are not eliminated until the following night.
One night per game, stir up trouble by calling for players to be eliminated the following day.
Each night, wake with the Werewolves. If you are eliminated, the Werewolves eliminate two players the following night.
Each night, wake with the other Werewolves. If you are still in the game, the Werewolves may eliminate two adjacent players.
Each night, pick a player to be a wife. If you make it through a day/night cycle with 3 wives, you win.
Each night, the player to the right of The Blob is absorbed. If all players are part of The Blob, you win.
If the Werewolves don't agree on a target quickly, you choose a target. You win if all the night-active players are dead.
If you die, each night kill either a Villager if you were lynched or a Werewolf if you were attacked.
Each night, choose a player. If that player is a werewolf, he is eliminated. If the Werewolves are eliminated, you eliminate any other player.
Each night, you may redirect the werewolves' attack to a player sitting next to their target.
The first night, predict which team will win. If you are alive at the end of the game and predicted accurately, you win.
You are on the villager team unless a day ends without a lynch. Then you switch teams to the werewolves.
Each player in the game is assigned an occupation when they arrive to play. You have folks like an Innkeeper, a Knight, a Tailor, even an Osterman. Once everyone is seated, the lights dim, and in comes a friend of the village, who gives an envelope to each of the players, addressed to them in their occupation. In this envelope are two things: an Ultimate Werewolf role card, and a letter specific to that person, which gives them all sorts of info about the village they are in and what seems like an immense amount of information about some of their fellow players. The game is then played like regular werewolf, but all the players hold the answers in their hands to solve the mysteries presented to them, the most important of which is who are the werewolves? Of course, the werewolf players have info too, and this results in an incredibly rich environment where the story is told by the players based on their interpretation of the letters they hold.
You aren't on anyone's team until one side is aboute to lose, and then you join that side. You only win if you haven't been eliminated at the end of the game. (She switches teams when a team is about to lose so if the last werewolf dies she becomes a werewolf immediately, or if the werewolves achieve parity she becomes a villager. Basically prolongs the game a little bit longer. And she wins reagardless of her team winning as long as she's alive.Also Ted plays that the village doesn't all die the game just ends. It's the only way to make Kimb work properly and Tom Vasel for that matter.)
You aren't on anyone's team until one side is aboute to lose, and then you join that side. You only win if you haven't been eliminated at the end of the game. (She switches teams when a team is about to lose so if the last werewolf dies she becomes a werewolf immediately, or if the werewolves achieve parity she becomes a villager. Basically prolongs the game a little bit longer. And she wins reagardless of her team winning as long as she's alive.Also Ted plays that the village doesn't all die the game just ends. It's the only way to make Kimb work properly and Tom Vasel for that matter. Kimb rhymes with Limb)
The Magician gets to use a different nighttime power each night. Here's how it works: Before the game, the Moderator puts several nighttime-active roles in a pile (while he may reveal those roles to the players, it's better if he doesn't), and then each night, including the first night, he shows one of those cards to the magician, who may then use that special power. If he shows the Magician the Seer (this can happen because all you Kickstarter backers have at least one extra Seer), the Magician points to a player and learns if he is a werewolf. If he's shown the Insomniac, he'll be told if a player on either side of him woke up that night. If he's shown the Leprechaun, he can retarget who the werewolves selected. It's a fun, dynamic and exciting role that can really help the village!
Each player in the game is assigned an occupation when they arrive to play. You have folks like an Innkeeper, a Knight, a Tailor, even an Osterman. Once everyone is seated, the lights dim, and in comes a friend of the village, who gives an envelope to each of the players, addressed to them in their occupation. In this envelope are two things: an Ultimate Werewolf role card, and a letter specific to that person, which gives them all sorts of info about the village they are in and what seems like an immense amount of information about some of their fellow players. The game is then played like regular werewolf, but all the players hold the answers in their hands to solve the mysteries presented to them, the most important of which is who are the werewolves? Of course, the werewolf players have info too, and this results in an incredibly rich environment where the story is told by the players based on their interpretation of the letters they hold.
You aren't on anyone's team until one side is aboute to lose, and then you join that side. You only win if you haven't been eliminated at the end of the game. (She switches teams when a team is about to lose so if the last werewolf dies she becomes a werewolf immediately, or if the werewolves achieve parity she becomes a villager. Basically prolongs the game a little bit longer. And she wins reagardless of her team winning as long as she's alive.Also Ted plays that the village doesn't all die the game just ends. It's the only way to make Kimb work properly and Tom Vasel for that matter.)
You aren't on anyone's team until one side is aboute to lose, and then you join that side. You only win if you haven't been eliminated at the end of the game. (She switches teams when a team is about to lose so if the last werewolf dies she becomes a werewolf immediately, or if the werewolves achieve parity she becomes a villager. Basically prolongs the game a little bit longer. And she wins reagardless of her team winning as long as she's alive.Also Ted plays that the village doesn't all die the game just ends. It's the only way to make Kimb work properly and Tom Vasel for that matter. Kimb rhymes with Limb)
The Magician gets to use a different nighttime power each night. Here's how it works: Before the game, the Moderator puts several nighttime-active roles in a pile (while he may reveal those roles to the players, it's better if he doesn't), and then each night, including the first night, he shows one of those cards to the magician, who may then use that special power. If he shows the Magician the Seer (this can happen because all you Kickstarter backers have at least one extra Seer), the Magician points to a player and learns if he is a werewolf. If he's shown the Insomniac, he'll be told if a player on either side of him woke up that night. If he's shown the Leprechaun, he can retarget who the werewolves selected. It's a fun, dynamic and exciting role that can really help the village!
Each player in the game is assigned an occupation when they arrive to play. You have folks like an Innkeeper, a Knight, a Tailor, even an Osterman. Once everyone is seated, the lights dim, and in comes a friend of the village, who gives an envelope to each of the players, addressed to them in their occupation. In this envelope are two things: an Ultimate Werewolf role card, and a letter specific to that person, which gives them all sorts of info about the village they are in and what seems like an immense amount of information about some of their fellow players. The game is then played like regular werewolf, but all the players hold the answers in their hands to solve the mysteries presented to them, the most important of which is who are the werewolves? Of course, the werewolf players have info too, and this results in an incredibly rich environment where the story is told by the players based on their interpretation of the letters they hold.
You aren't on anyone's team until one side is aboute to lose, and then you join that side. You only win if you haven't been eliminated at the end of the game. (She switches teams when a team is about to lose so if the last werewolf dies she becomes a werewolf immediately, or if the werewolves achieve parity she becomes a villager. Basically prolongs the game a little bit longer. And she wins reagardless of her team winning as long as she's alive.Also Ted plays that the village doesn't all die the game just ends. It's the only way to make Kimb work properly and Tom Vasel for that matter.)
You aren't on anyone's team until one side is aboute to lose, and then you join that side. You only win if you haven't been eliminated at the end of the game. (She switches teams when a team is about to lose so if the last werewolf dies she becomes a werewolf immediately, or if the werewolves achieve parity she becomes a villager. Basically prolongs the game a little bit longer. And she wins reagardless of her team winning as long as she's alive.Also Ted plays that the village doesn't all die the game just ends. It's the only way to make Kimb work properly and Tom Vasel for that matter. Kimb rhymes with Limb)
The Magician gets to use a different nighttime power each night. Here's how it works: Before the game, the Moderator puts several nighttime-active roles in a pile (while he may reveal those roles to the players, it's better if he doesn't), and then each night, including the first night, he shows one of those cards to the magician, who may then use that special power. If he shows the Magician the Seer (this can happen because all you Kickstarter backers have at least one extra Seer), the Magician points to a player and learns if he is a werewolf. If he's shown the Insomniac, he'll be told if a player on either side of him woke up that night. If he's shown the Leprechaun, he can retarget who the werewolves selected. It's a fun, dynamic and exciting role that can really help the village!
Each player in the game is assigned an occupation when they arrive to play. You have folks like an Innkeeper, a Knight, a Tailor, even an Osterman. Once everyone is seated, the lights dim, and in comes a friend of the village, who gives an envelope to each of the players, addressed to them in their occupation. In this envelope are two things: an Ultimate Werewolf role card, and a letter specific to that person, which gives them all sorts of info about the village they are in and what seems like an immense amount of information about some of their fellow players. The game is then played like regular werewolf, but all the players hold the answers in their hands to solve the mysteries presented to them, the most important of which is who are the werewolves? Of course, the werewolf players have info too, and this results in an incredibly rich environment where the story is told by the players based on their interpretation of the letters they hold.
You aren't on anyone's team until one side is aboute to lose, and then you join that side. You only win if you haven't been eliminated at the end of the game. (She switches teams when a team is about to lose so if the last werewolf dies she becomes a werewolf immediately, or if the werewolves achieve parity she becomes a villager. Basically prolongs the game a little bit longer. And she wins reagardless of her team winning as long as she's alive.Also Ted plays that the village doesn't all die the game just ends. It's the only way to make Kimb work properly and Tom Vasel for that matter.)
You aren't on anyone's team until one side is aboute to lose, and then you join that side. You only win if you haven't been eliminated at the end of the game. (She switches teams when a team is about to lose so if the last werewolf dies she becomes a werewolf immediately, or if the werewolves achieve parity she becomes a villager. Basically prolongs the game a little bit longer. And she wins reagardless of her team winning as long as she's alive.Also Ted plays that the village doesn't all die the game just ends. It's the only way to make Kimb work properly and Tom Vasel for that matter. Kimb rhymes with Limb)
The Magician gets to use a different nighttime power each night. Here's how it works: Before the game, the Moderator puts several nighttime-active roles in a pile (while he may reveal those roles to the players, it's better if he doesn't), and then each night, including the first night, he shows one of those cards to the magician, who may then use that special power. If he shows the Magician the Seer (this can happen because all you Kickstarter backers have at least one extra Seer), the Magician points to a player and learns if he is a werewolf. If he's shown the Insomniac, he'll be told if a player on either side of him woke up that night. If he's shown the Leprechaun, he can retarget who the werewolves selected. It's a fun, dynamic and exciting role that can really help the village!
Each player in the game is assigned an occupation when they arrive to play. You have folks like an Innkeeper, a Knight, a Tailor, even an Osterman. Once everyone is seated, the lights dim, and in comes a friend of the village, who gives an envelope to each of the players, addressed to them in their occupation. In this envelope are two things: an Ultimate Werewolf role card, and a letter specific to that person, which gives them all sorts of info about the village they are in and what seems like an immense amount of information about some of their fellow players. The game is then played like regular werewolf, but all the players hold the answers in their hands to solve the mysteries presented to them, the most important of which is who are the werewolves? Of course, the werewolf players have info too, and this results in an incredibly rich environment where the story is told by the players based on their interpretation of the letters they hold.
You aren't on anyone's team until one side is aboute to lose, and then you join that side. You only win if you haven't been eliminated at the end of the game. (She switches teams when a team is about to lose so if the last werewolf dies she becomes a werewolf immediately, or if the werewolves achieve parity she becomes a villager. Basically prolongs the game a little bit longer. And she wins reagardless of her team winning as long as she's alive.Also Ted plays that the village doesn't all die the game just ends. It's the only way to make Kimb work properly and Tom Vasel for that matter. Kimb rhymes with Limb)
The Magician gets to use a different nighttime power each night. Here's how it works: Before the game, the Moderator puts several nighttime-active roles in a pile (while he may reveal those roles to the players, it's better if he doesn't), and then each night, including the first night, he shows one of those cards to the magician, who may then use that special power. If he shows the Magician the Seer (this can happen because all you Kickstarter backers have at least one extra Seer), the Magician points to a player and learns if he is a werewolf. If he's shown the Insomniac, he'll be told if a player on either side of him woke up that night. If he's shown the Leprechaun, he can retarget who the werewolves selected. It's a fun, dynamic and exciting role that can really help the village!
Each player in the game is assigned an occupation when they arrive to play. You have folks like an Innkeeper, a Knight, a Tailor, even an Osterman. Once everyone is seated, the lights dim, and in comes a friend of the village, who gives an envelope to each of the players, addressed to them in their occupation. In this envelope are two things: an Ultimate Werewolf role card, and a letter specific to that person, which gives them all sorts of info about the village they are in and what seems like an immense amount of information about some of their fellow players. The game is then played like regular werewolf, but all the players hold the answers in their hands to solve the mysteries presented to them, the most important of which is who are the werewolves? Of course, the werewolf players have info too, and this results in an incredibly rich environment where the story is told by the players based on their interpretation of the letters they hold.
The Magician gets to use a different nighttime power each night. Here's how it works: Before the game, the Moderator puts several nighttime-active roles in a pile (while he may reveal those roles to the players, it's better if he doesn't), and then each night, including the first night, he shows one of those cards to the magician, who may then use that special power. If he shows the Magician the Seer (this can happen because all you Kickstarter backers have at least one extra Seer), the Magician points to a player and learns if he is a werewolf. If he's shown the Insomniac, he'll be told if a player on either side of him woke up that night. If he's shown the Leprechaun, he can retarget who the werewolves selected. It's a fun, dynamic and exciting role that can really help the village!
Each player in the game is assigned an occupation when they arrive to play. You have folks like an Innkeeper, a Knight, a Tailor, even an Osterman. Once everyone is seated, the lights dim, and in comes a friend of the village, who gives an envelope to each of the players, addressed to them in their occupation. In this envelope are two things: an Ultimate Werewolf role card, and a letter specific to that person, which gives them all sorts of info about the village they are in and what seems like an immense amount of information about some of their fellow players. The game is then played like regular werewolf, but all the players hold the answers in their hands to solve the mysteries presented to them, the most important of which is who are the werewolves? Of course, the werewolf players have info too, and this results in an incredibly rich environment where the story is told by the players based on their interpretation of the letters they hold.
Each player in the game is assigned an occupation when they arrive to play. You have folks like an Innkeeper, a Knight, a Tailor, even an Osterman. Once everyone is seated, the lights dim, and in comes a friend of the village, who gives an envelope to each of the players, addressed to them in their occupation. In this envelope are two things: an Ultimate Werewolf role card, and a letter specific to that person, which gives them all sorts of info about the village they are in and what seems like an immense amount of information about some of their fellow players. The game is then played like regular werewolf, but all the players hold the answers in their hands to solve the mysteries presented to them, the most important of which is who are the werewolves? Of course, the werewolf players have info too, and this results in an incredibly rich environment where the story is told by the players based on their interpretation of the letters they hold.
Each player in the game is assigned an occupation when they arrive to play. You have folks like an Innkeeper, a Knight, a Tailor, even an Osterman. Once everyone is seated, the lights dim, and in comes a friend of the village, who gives an envelope to each of the players, addressed to them in their occupation. In this envelope are two things: an Ultimate Werewolf role card, and a letter specific to that person, which gives them all sorts of info about the village they are in and what seems like an immense amount of information about some of their fellow players. The game is then played like regular werewolf, but all the players hold the answers in their hands to solve the mysteries presented to them, the most important of which is who are the werewolves? Of course, the werewolf players have info too, and this results in an incredibly rich environment where the story is told by the players based on their interpretation of the letters they hold.

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