======================================================================= "Werewolves of the Dark Arts" by *morningstar and Tobias Amaranth ======================================================================= Werewolf is a social game ideally played by large groups of people. It is originally based on a game known as Mafia. http://en.wikipedia.org/wiki/Mafia_%28party_game%29 The Werewolf concept was created by Andrew Plotkin. http://www.eblong.com/zarf/werewolf.html This is a custom version that includes special cards meant for advanced groups. You can certainly play with just Villagers, Werewolves, and one Seer card if you choose. The suggested minimum number of players is 10, including the Town Mayor(GM). All card art is done by *morningstar, using SAI and Photoshop. The text was written and placed by Tobias Amaranth. This resolution is free to distribute and is free for personal, non-commercial use. Please do not edit any of the cards, their component parts, or the included readme file. If you discover any of these cards for sale by anyone that is not *morningstar or Tobias Amaranth, please contact us immediately. Be honest, please. Don't rip the art. Free doesn't mean it's ok to be a jerk. ;) Distribute freely, but please include this readme. :) This resolution is free to distribute. For those interested in purchas- ing a set of 40 cards, please e-mail werewolfdarkarts@gmail.com *morningstar Tobias Amaranth gerbilchuff@gmail.com werewolfdarkarts@gmail.com ======================================================================= Daytime Background Cards: Villager - (3 Versions) No special powers. During the day, they work together to lynch someone. Win if all Werewolves are dead. Stone Mason - Know who the other Stone Masons are. Wins if the Villagers win. Hunter - When the Hunter dies, they may kill any one person of their choosing. Wins if the Villagers win. Thief - No special powers. Wins if alive when the game ends. ----------------------------------------------------------------------- Dusk Background Cards: Seer - Investigates one person at night to determine if they are a Werewolf. Wins if the Villagers win. Bodyguard - Protects one person at night. May not protect the same person on consecutive nights. Wins if the Villagers win. Witch - Can kill one person at night and/or save a person dying that night. Can kill and heal only once per game. Wins if the Villagers win. Scryer - (Advanced) Knows who will die during the night, and gets to communicate this information to the Seer before they investigate someone. Matchmaker - (Advanced) Picks two people to be lovers. Those two people win in addition to the normal winners if they are alive when the game ends, but if one of the two dies, the other one dies as well. ----------------------------------------------------------------------- Night Background Cards: Werewolves - Kill one person per night. Win if their numbers meet or exceed the number of remaining non-Werewolves. Cultist - Knows who the Werewolves are. Wins if the Werewolves win. Sorceress - Investigates one person at night to determine if they are the Seer. Wins if the Werewolves win. Warlock - (Advanced) Blocks one person's night abilities. May not block the same person on consecutive nights. Identity is known by the Werewolves. Wins if the Werewolves win. ----------------------------------------------------------------------- Special Background Cards: Were-Hamster - (Advanced) Only winner if alive at the end of the game. Cannot be killed by Werewolves, but can be killed by other means. Fool - (Advanced) Only winner if lynched by the Villagers. Can be killed by other means. Devil - (Large Groups) Kills any one person during the night. Cannot win the game. Gravedigger - (Advanced) Is assigned an allegiance at the beginning of the game. May peek during the night phase. Wins if their chosen allegiance wins. ======================================================================= Game Outline Identification Phase 1. Gravedigger 2. Warlock 3. Werewolves 4. Cultist 5. Scryer 6. Seer 7. Sorceress 8. Witch 9. Bodyguard 10.Stone Masons 11.Were-Hamster 12.Fool 13.Devil 14.Hunter 15.Thief 16.Matchmaker 17.Matchmaker's Lovers Day Phase 1. Villagers lynch someone Night Phase 1. Warlock 2. Werewolves 3. Devil 4. Witch 5. Bodyguard 6. Scryer 7. Seer 8. Sorceress ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Game Master Guide 1. Assemble Deck to choosing. Generally, it must include 1 Werewolf, and 1 Seer. 2. Distribute cards to players. 3. Run the identification phase: 1. Gravedigger - The Gravedigger is given an allegiance by the GM. Thumbs up for the Villagers, thumb's down for the Werewolves 2. Warlock 3. Werewolves - The Werewolves identify each other, and are then shown the Warlock 4. Cultist - The Cultust identify each other, and are then shown the Werewolves 5. Scryer + Seer - The Scryer is called first, followed by the Seer. They then identify each other 7. Sorceress 8. Witch 9. Bodyguard 10.Stone Masons - The Stone Masons identify each other 11.Were-Hamster - Make a note of the Were-Hamster, or call him during each night phase 12.Fool 13.Devil 14.Hunter 15.Thief 16.Matchmaker - The Matchmaker selects two people to be lovers. 17.Matchmaker's Lovers - The lovers are both notified, usually by a tap from behind, and when called, awake and identify each other 4. Day comes, and the village finds the Mayor (the GM) dead. 5. During the day phase, have the Villagers decide on someone to lynch. 1. To nominate someone for lynching, the player must raise one hand and point with the other. You may have them state why they are accusing that person of being a Werewolf. 2. The accused person must then be seconded. Otherwise, return to 1. 3. After being seconded, the accused is given a moment to defend themselves. 4. After defense, the village must vote to see if they lynch the accused. It takes half of the remaining number of village residents, rounded up, in order to lynch someone. If that amount is not reached, return to 1. You may set a certain number of accusations before the day ends with no lynching. 5. If the required number of votes was reached, the accused is then lynched, and hands his card to the GM, who then reveals it to the other players. 6. Night comes. 6. During the night phase, the Werewolves and other special characters get a chance to act: 1. Warlock - The Warlock is called and asked to point to someone. If the person pointed to has any special abilities that are used during the night, when they are called on, they will instead receive an X from the GM. This will indicate that they have been nullified for the turn. They may not choose the same person two nights in a row. 2. Werewolves - The Werewolves are called on and asked to decide who to slay that night. 3. Devil - The Devil is called on to pick someone to kill. 4. Witch - The Witch is shown those who are dying, and then given a chance to use their healing potion. Then, they are given a chance to use their poison potion. 5. Bodyguard - The Bodyguard is called on to point to someone to protect. 6. Scryer - The Scryer is called on and shown who will by dying. The Scryer stays awake and the Seer is called on. 7. Seer - The Seer is called on and is given a moment to communicate with the Scryer. The Scryer is then told to sleep, and the Seer points to someone to investigate to see if they are a Werewolf. If they point to a Werewolf, they receive a thumbs up. Otherwise, they receive a thumbs down. 8. Sorceress - The Sorceress is called on to point to someone to investigate to see if they are the Seer. If they point to the Seer, they will receive a thumbs up. Otherwise they will receive a thumbs down. 7. Day comes again, and the GM reveals who died during the night. The GM takes and reveals their cards to the village. The village once again decides on someone to lynch. Play continues with day and night phases alternating until one of the following conditions is met: 1. The Villagers lynch all of the Werewolves: A. All good characters, even those who have been killed, win. B. The Thief, if alive, wins. C. The lovers, if alive, win. 2. The Werewolves meet or exceed the number of other remaining villagers. A. All evil characters, even those who have been killed, win. B. The Thief, if alive, wins. C. The lovers, if alive, win. 3. The Fool is lynched. A. The Thief, if alive, wins. B. The lovers, if alive, win. (As an additional note for 1. and 2., if the Were-Hamster is still alive, then the A. result does not hold true, and the Were-Hamster wins instead.) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX