Victory Points
One Night Ultimate Werewolf is a variant of the game Werewolf, also known as Mafia. In One Night Ultimate Werewolf, there is only one dusk/night phase and one day phase.
In a normal, two team game with Werewolf OR Vampire vs. Villagers (vs third parties), the win conditions are as follows:
If playing with Vampires, marks comes into play and the dusk phase is activated. Marks are simply tokens found in the center that can affect a player's team allegiance and win conditions, and does not affect card's action. With any Dusk card active, every player starts off with a Mark of Clarity (see Roles section @Priest). Vampires and other Dusk roles wake up during dusk and switch Marks around from the center. At the end of Dusk, all players wake up and check their Marks. If there are no dusk roles in game set-up, dusk is not in play.
During the night, players will enact their night card's action. Certain night actions deal with viewing and switching Marks as well.
After all players do their actions, the day phase occurs. For a set amount of time, all players must deliberate on who to kill off. BUT, an important part of the game is to learn if YOU are still who you were at the start of the night. Instead of having one goal like in vanilla Werewolf/Mafia, you have two goals: deduce what your card and mark is during the morning, and attain the win condition that comes with that card. Check this video out to see a sample game.
This forum game is to be a more manageable, lighter version, and quicker version of the normal Mafia game.
The Game
Games can vary in sizes, minimum at three players and maximum (theoretically) at ten, and spaces are signed up for. All games, even 10 player games, will have three more cards than the actual number of players (unless the Alpha Wolf is active. Any cards that go unused will be called "Center Cards". Players will be assigned cards given to them using a randomizer. Read this post for more on choosing game set-ups, assigning cards, and Center cards.
The dusk/night phase starts when the moderator posts "EVERYONE, CLOSE YOUR EYES". The dusk/night phase will be handled through PMs. Players must send their actions to the current game moderator. During the dusk/night phase, no one is allowed to post in this thread, unless it is important and does not affect the current game. When Dusk roles are active, once they have finished their actions, the moderator posts "EVERYONE, WAKE UP AND SECRETLY LOOK AT YOUR MARK". The moderator then pms players what their marks by that point of Dusk. Only then Night actions occur. The night ends after all players have sent their actions to the moderator, and the moderator posts "EVERYONE, WAKE UP."
The day phase occurs immediately after, and is very simple: players must deliberate in this thread on who is who. Due to the nature of the game, you may or may not be the same role as you were during the night. You might start as a Werewolf during the night, but end up being a Villager during the morning. This is important. It will not matter if you were one role before, your win condition reflects on what your current card is during the morning. Players must discuss what they did last night in this thread during the day. You can outright say who they are, or you can lie about it. Do whatever you think helps you win. Villagers must find out and kill the Werewolves to win, while Werewolves must keep all Werewolves alive win. You cannot talk to anyone personally outside of this thread. The day ends after the moderator posts "TIME IS UP! VOTE NOW!"
The voting process will occur immediately after. Voting will be done through PM (or IRC). The one with the most votes will be lynched. You cannot revote. You cannot vote for yourself.
Some things:
In the case that there are no Werewolves or Vampires active, there must be a circle vote. To do this, players vote for the player numbered above them in sign-ups, with the last numbered player voting the for the player who is Number 1 on sign-ups. Why a circle vote instead of a "No Lynch"? So that smart werewolves/vampires that deceived the villagers can win by not circle voting. So ALWAYS be sure that there really are no werewolves or vampires! Villagers win after circle voting if there really are no wolves though. This still applies if there is an active Tanner or Minion. Villagers can and will only win through not killing anyone.
For the flavour text sent during the night, see here.
Epic Battles
In a game with Villagers, Werewolves, and Vampires, the game becomes an Epic Battle.
In Epic Battles, the win conditions for each team changes:
In the case that all Werewolve, Vampires, or Villagers are in the center, winning conditions are normal, and only one player is killed.
The Cards
The Villagers
Your goal as a group is to lynch a Werewolf/Vampire. You will lose if a Villager dies, a Minion dies, a Renfield dies, an Assassin dies, a Villager Traitor dies, or if a Tanner dies if a Werewolf/Vampire isn't killed along with them. If both a Werewolf/Vampire and a Tanner get lynched, Villagers still win. If both a Villager and Werewolf/Vampire get lynched, the Villagers still win. If there are no wolves/vamps actives, Villagers will win if they do a circle vote, which is the equivalent of a "no lynch". This applies whether or not there is an active Tanner or Minion. In an Epic Battle, Villagers must lynch both a Werewolf and Villager. Villagers are denoted by a circle.
The Werewolves
Your goal as a group is to keep every Werewolf alive. You will lose if a Werewolf is killed, or if a Tanner is killed. If both a Villager and Tanner are lynched, the Werewolves still lose. In an Epic Battle, you must keep all werwolves alive and lynch a vampire. Werewolves are denoted by a square.
The Vampires
Your goal as a group is to keep every Vampire alive. You will lose if a Vampire is killed, or if a Tanner is killed. If both a Villager and Tanner are lynched, the Vampire still lose. In an Epic Battle, you must keep all vampires alive, and lynch a werewolf. Vampires are denoted by triangles.
Other
These cards are out for their own self interest. They are denoted by different polygons.
Order of Night Actions
Though PMing the moderator will work at any time, certain cards will "occur" before another card. For example, a Seer will enact their action before a Robber does. This means that the Seer will learn the card of another player "before" the Robber exchanges their card. So if the Robber targets the same player as the Seer, the Seer will not learn that the player is a Robber, but rather, the original card that player was. This means that the moderator may not be able to reply until another player who comes before your card does their action. Keep that in mind.
The dusk phase occurs in the following order:
One Night Ultimate Werewolf has its own channel! #werewolf is a channel wherein anyone can gather at least three people plus a game moderator, and have their a game of ONUW in real time! It's like the actual game in the real life! The plan is to create a bot that can completely automate everything, so that one day we can host IRC games without a game mod! Also, though much of the discussion occurs in #office, you can also discuss ONUW in #werewolf. It's okay, we don't bite! (Or do we...)
Sign-Ups
Sign-Ups and Game Set-Ups will be handled in their own, single posts. Game sizes are chosen by the host, and they may choose to whether or not expand the number of players to make up for any other people who want to play.
Game Links:
Future games will be linked to this.
Game 2, Hosted by Giant Shy Guy
Game 3, Hosted by Giga
Game 4, Hosted by Impetus
Game 5, Hosted by Giant Shy Guy
Game 6, Hosted by eXcavator
Game 7, Hosted by Giant Shy Guy
Game 8, Hosted by Giant Shy Guy
Game 9, Hosted by Giant Shy Guy
Game 10, Hosted by Giant Shy Guy
Game 11.A and 11.B, Hosted by Giant Shy Guy (null)
Game 12, Hosted by Giant Shy Guy
Game 13, Hosted by Giant Shy Guy
Game 14, Hosted by Impetus
Game 15, Hosted by eXcavator
Game 16, Hosted by Giant Shy Guy
Villagers | Werewolves | Vampires | Tanner | Assassin | Apprentice Assassin | Lovers | Traitor | Disease Body Count |
7 | 6 | 0 | 2 | 0 | 0 | 0 | 0 | 0 |
One Night Ultimate Werewolf is a variant of the game Werewolf, also known as Mafia. In One Night Ultimate Werewolf, there is only one dusk/night phase and one day phase.
In a normal, two team game with Werewolf OR Vampire vs. Villagers (vs third parties), the win conditions are as follows:
- Werewolves must keep all werewolves alive.
- Vampires must keep all vampires alive.
- Villagers must lynch at least one Werewolf/Vampire.
If playing with Vampires, marks comes into play and the dusk phase is activated. Marks are simply tokens found in the center that can affect a player's team allegiance and win conditions, and does not affect card's action. With any Dusk card active, every player starts off with a Mark of Clarity (see Roles section @Priest). Vampires and other Dusk roles wake up during dusk and switch Marks around from the center. At the end of Dusk, all players wake up and check their Marks. If there are no dusk roles in game set-up, dusk is not in play.
During the night, players will enact their night card's action. Certain night actions deal with viewing and switching Marks as well.
After all players do their actions, the day phase occurs. For a set amount of time, all players must deliberate on who to kill off. BUT, an important part of the game is to learn if YOU are still who you were at the start of the night. Instead of having one goal like in vanilla Werewolf/Mafia, you have two goals: deduce what your card and mark is during the morning, and attain the win condition that comes with that card. Check this video out to see a sample game.
This forum game is to be a more manageable, lighter version, and quicker version of the normal Mafia game.
The Game
Games can vary in sizes, minimum at three players and maximum (theoretically) at ten, and spaces are signed up for. All games, even 10 player games, will have three more cards than the actual number of players (unless the Alpha Wolf is active. Any cards that go unused will be called "Center Cards". Players will be assigned cards given to them using a randomizer. Read this post for more on choosing game set-ups, assigning cards, and Center cards.
The dusk/night phase starts when the moderator posts "EVERYONE, CLOSE YOUR EYES". The dusk/night phase will be handled through PMs. Players must send their actions to the current game moderator. During the dusk/night phase, no one is allowed to post in this thread, unless it is important and does not affect the current game. When Dusk roles are active, once they have finished their actions, the moderator posts "EVERYONE, WAKE UP AND SECRETLY LOOK AT YOUR MARK". The moderator then pms players what their marks by that point of Dusk. Only then Night actions occur. The night ends after all players have sent their actions to the moderator, and the moderator posts "EVERYONE, WAKE UP."
The day phase occurs immediately after, and is very simple: players must deliberate in this thread on who is who. Due to the nature of the game, you may or may not be the same role as you were during the night. You might start as a Werewolf during the night, but end up being a Villager during the morning. This is important. It will not matter if you were one role before, your win condition reflects on what your current card is during the morning. Players must discuss what they did last night in this thread during the day. You can outright say who they are, or you can lie about it. Do whatever you think helps you win. Villagers must find out and kill the Werewolves to win, while Werewolves must keep all Werewolves alive win. You cannot talk to anyone personally outside of this thread. The day ends after the moderator posts "TIME IS UP! VOTE NOW!"
The voting process will occur immediately after. Voting will be done through PM (or IRC). The one with the most votes will be lynched. You cannot revote. You cannot vote for yourself.
Some things:
In the case that there are no Werewolves or Vampires active, there must be a circle vote. To do this, players vote for the player numbered above them in sign-ups, with the last numbered player voting the for the player who is Number 1 on sign-ups. Why a circle vote instead of a "No Lynch"? So that smart werewolves/vampires that deceived the villagers can win by not circle voting. So ALWAYS be sure that there really are no werewolves or vampires! Villagers win after circle voting if there really are no wolves though. This still applies if there is an active Tanner or Minion. Villagers can and will only win through not killing anyone.
For the flavour text sent during the night, see here.
Epic Battles
In a game with Villagers, Werewolves, and Vampires, the game becomes an Epic Battle.
In Epic Battles, the win conditions for each team changes:
- Werewolves must keep all werewolves alive, and must lynch a Vampire.
- Vampires must keep all vampires alive, and must lynch a Werewolf.
- Villagers must lynch a Werewolf and a Vampire.
In the case that all Werewolve, Vampires, or Villagers are in the center, winning conditions are normal, and only one player is killed.
The Cards
The Villagers
Your goal as a group is to lynch a Werewolf/Vampire. You will lose if a Villager dies, a Minion dies, a Renfield dies, an Assassin dies, a Villager Traitor dies, or if a Tanner dies if a Werewolf/Vampire isn't killed along with them. If both a Werewolf/Vampire and a Tanner get lynched, Villagers still win. If both a Villager and Werewolf/Vampire get lynched, the Villagers still win. If there are no wolves/vamps actives, Villagers will win if they do a circle vote, which is the equivalent of a "no lynch". This applies whether or not there is an active Tanner or Minion. In an Epic Battle, Villagers must lynch both a Werewolf and Villager. Villagers are denoted by a circle.
Card | Description | Mark | Description | ||||||||||||||||||||||||||||||||||||||||||||||||||||
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Copycat: You wake up and look at one of the center cards. You are now that role. If the card you viewed has a night action, you will do that role's action at the point it occurs during the night order. There is only one Copycat. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
Doppelgänger: Wake up and learn another player's card. You are now that card. There is only one Doppelgänger If you see:
If the Doppelgänger card is switched afterwards, the receiving player is not the Doppelgänger, but rather, who the Doppelgänger viewed. If the PI sees a Doppelgänger-Werewolf, Doppelgänger-Vampire, Doppelgänger-Tanner, Doppelgänger-Copycat-Werewolf, Doppelgänger-Copycat-Vampire, Doppelgänger-Copycat-Tanner, the PI does not turn into a Werewolf. If there is no Dusk, the Doppelgänger wakes up after the Sentinel instead ofafter the Copycat. |
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Diseased: You may take the Mark of Disease and exchange it with the player above or below you. Anyone who votes for the Diseased loses, even if the voter's team wins. There is only one Diseased. | Mark of Disease: Players who receive the Mark Disease have the same effect as the Diseased. Anyone who votes for the player with the Mark of Disease will lose, even if the voter's team wins. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Cupid: You may take up to two Marks of Love and switch them with the marks of any two players, which includes yourself. There is only one Cupid. | Mark of Love: Lovers wakes up at the start of the night and see each other. A Lover will die of a broken heart if their counterpart is lynched. If there is only one Lover, there is no effect. If a Doppelgänger-Cupid is active, their a possibility to have four Lovers. If any of the Lovers die, the other Lovers die as well. If Lovers die, they lose no matter what, even if their original team wins. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Instigator: You may take the Mark of the Traitor and exchange it with any player's mark, which includes yourself. There is only one Instigator. | Mark of the Traitor: Players who receive the Mark of the Traitor may only win if another player on their team is lynched. If the player is the only member of their team, the mark has no effect. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Priest: You may replace your Mark with a Mark of Clarity, as well another player's Mark with a Mark of Clarity. There is only one Priest. | Mark of Clarity: This Mark simply means there is no effect. If a Dusk role is active, all players start with a Mark of Clarity. |
Card | Description | Card | Description | ||||||||||||||||||||||
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Sentinel: You may place a Shield on any player except yourself. A Shield means no one can move or view that player's card. There is only one Sentinel. | Mason: You wake up and learn who the other Mason is. There are only two Masons, and both of whom have be in games at the same time. | ||||||||||||||||||||||||
Thing (That Goes Bump in the Night): You may "bump" the person above you or below you. In this forum, that means sending a pm to the player you chose saying "bump". There is only one Thing. | Seer: You may learn another player's card or two of the Center Cards. There is only one Seer. | ||||||||||||||||||||||||
Apprentice Seer: You may look at one of the Center Cards. There is only one Apprentice Seer. | Paranormal Investigator: You may learn up to two cards from two players. If any of the cards you learn is a Werewolf, Vampire, or a Tanner, you become a Werewolf, Vampire or a Tanner. If the first card you learn is a Werewolf, Vampire, or a Tanner, you may not learn the card of the second player you picked. There is only one Paranormal Investigator. If the PI card is switched and the PI saw a Werewolf, Vampire, or a Tanner, the receiving player will not be the PI, but rather, the respective card the PI saw. If the PI sees the Minion or Renfield, nothing happens. | ||||||||||||||||||||||||
Marksman: You may view another player's Mark and then another player's card. There is only one Marksman. | Robber: You may exchange your card with another player's card, and view your new card. There is only one Robber. | ||||||||||||||||||||||||
Witch: You may look at one of the Center Cards. If you do look at one of them, you must exchange that card with a player's card, which can be your own card. There is only one Witch. | Pickpocket: You may exchange your Mark with another player's Mark, and then view your new Mark. There is only one Pickpocket. | ||||||||||||||||||||||||
Troublemaker: You may exchange the cards of two other players, but you will not find out what their cards are. There is only one Troublemaker. | Village Idiot: You may move everyone's cards up or down, except your own. There is only one Village Idiot. | ||||||||||||||||||||||||
Aura Seer: You will learn the names of all players who have viewed or switched cards at that point of the night. There is on only one Aura Seer. | Drunk: You wake up and exchange your card with one of the Center Cards. There is only one Drunk. | ||||||||||||||||||||||||
Gremlin: You may exchange the marks OR cards of two other players, but you will not find out what their cards are. There is only one Gremlin. | Insomniac: You will wake up to check if you are still the Insomniac. There is only one Insomniac. | ||||||||||||||||||||||||
Beholder: You wake up and learn who the Seer and/or Apprentice Seer are, and checks if they are still the Seer and/or the Apprentice Seer respectively. There is only one Beholder. | Revealer: You may learn and reveal another player's card for everyone to see. If the card you learn is a Werewolf, Vampire, or a Tanner, it will not be revealed. There is only one Revealer. | ||||||||||||||||||||||||
Curator: You may give an Artifact to any player of your choosing. You may not know what that Artifact is, but everyone will know that said player received an Artifact. There is only one Curator. Artifacts are items with different effects. When the Curator is active, the game moderator and/or players are free to choose which Artifacts they want to be active. When a player receives an Artifact, they get a message about it. The affected player can lie about what Artifact they received. Artifacts override both cards and marks. These are the Artifacts:
|
Card | Description | Card | Description |
---|---|---|---|
Villager: You have no special traits. There can be up to three Villagers. | Hunter: If you are lynched, the player you voted for will be killed as well. There is only one Hunter. | ||
Bodyguard: Whomever you vote for cannot be killed. The player with the second most votes will be lynched instead. There is only one Bodyguard. | Prince: You cannot be killed. If the Prince has the most votes, they will be nullified and the player with the second most votes will be lynched instead. There is only one Prince. | ||
Cursed: You are on the Villager team. But if you were voted by any single Werewolf, you become a Werewolf, and join the Werewolf team. There is only one Cursed. |
The Werewolves
Your goal as a group is to keep every Werewolf alive. You will lose if a Werewolf is killed, or if a Tanner is killed. If both a Villager and Tanner are lynched, the Werewolves still lose. In an Epic Battle, you must keep all werwolves alive and lynch a vampire. Werewolves are denoted by a square.
Card | Description | Card | Description |
---|---|---|---|
Werewolf: You wake up and learn who the other Werewolves are. If you are the only active Werewolf, you may look at one of the Center Cards. There are can be up to two Werewolves. | Alpha Wolf: You wake up and learn who the other Werewolf ares. You then wake up on your own and exchange the Center Werewolf Card with any other player's card except your own. There is only one Alpha Wolf. When the Alpha Wolf is active, there are four Center Cards instead of the usual three. The fourth Center Card will always start off as a Werewolf, and is known as the "Center Werewolf Card". Any other cards that view or switch with the Center Cards may also choose to view or switch with the Center Werewolf Card. If the Alpha Wolf is a Lone Wolf, you may view a Center Card. | ||
Mystic Wolf: You wake up and learn who the other Werewolves are. You then wake up on your own and you may learn another player's card. There is only one Mystic Wolf. If the Mystic Wolf is a Lone Wolf, you may view a Center Card. | Minion: You are a minion to the Werewolves. You wake up and learn who the Werewolves are, but they will not know that you are the Minion. You are on the Werewolves' side, and if you are killed, you and the Werewolves win still. There is only one Minion. In the case that there is a Minion and there are no Werewolves active, the Minion wins as long as he doesn't die and someone else dies. | ||
Squire: You wake up and learn who the Werewolves are, and check if they are still a Werewolf. You are on the Werewolves' side, and if you are killed, you and the Werewolves win still. There is only one Squire. In the case that there is a Squire and there are no Werewolves active, the Squire wins as long as he doesn't die and someone else dies. |
Card | Description | Card | Description |
---|---|---|---|
Dream Wolf: You do not wake up with the other Werewolves. The other Werewolves know who you are though. There is only one Dream Wolf. |
The Vampires
Your goal as a group is to keep every Vampire alive. You will lose if a Vampire is killed, or if a Tanner is killed. If both a Villager and Tanner are lynched, the Vampire still lose. In an Epic Battle, you must keep all vampires alive, and lynch a werewolf. Vampires are denoted by triangles.
Card | Description | Mark | Description |
---|---|---|---|
Vampire: You wake up with the other Vampires. You and the other Vampires (silently through pm) discuss which non-vampire player should receive a Mark of the Vampire. There is only one Vampire. | Mark of the Vampire: Players with of the Mark of the Vampire become Vampires, but retain their card's action. For example, if a Seer receive the Mark of the Vampire, the Seer still does the Seer action, but they will be on the Vampire team instead. If any wolf receives the Mark of the Vampire, they still wake up with the Werewolves. Since marks override win conditions, if a Tanner or an Assassin receives the Mark of the Vampire, despite still retaining their Tanner and Assassin roles, their win conditions will now be the same as the Vampires. If a vote role receives the Mark of the Vampire, they still retain their vote ability. | ||
The Master: You wake up with the other Vampires. You and the other Vampires (silently through pm) discuss which non-vampire player should receive a Mark of the Vampire. You cannot be killed if fellow Vampires votes for you during the voting phase. If the Master is saved by a teammate while having the most votes, the player with the second most votes is lynched instead. There is only one Master. | |||
The Count: You wake up with the other Vampires. You and the other Vampires (silently through pm) discuss which non-vampire player should receive a Mark of the Vampire. You then wake up on your own and you may give a non-vampire the Mark of Fear. There is only one Count. | Mark of Fear: Players with of the Mark of Fear cannot do their night action. | ||
Renfield: You wake up and see the Vampires, as well the player with the Mark of Vampire, but they will not know that you are the Renfield. You are on the Vampires' side, and if you are lynched, the Vampires win, as well as you. You must switch your mark with a Mark of the Bat. There is only one Renfield. In the case that there are no active Vampires, the Renfield joins the Village team. | Mark of the Bat: Allows the Renfield to clear himself of the Mark of the Vampire. It also allows other players to learn that the Renfield is in active play if the Mark of the Bat is seen. |
Other
These cards are out for their own self interest. They are denoted by different polygons.
Card | Description | Mark | Description |
---|---|---|---|
Assassin: You may place a Mark of the Assassin on another player. You will only win if that player is lynched. You do not have to be alive at the end of the game to win. If there is no Mark of the Assassin in play (which can occur if the Assassin was in the center and was then taken out of the center when day comes), the Assassin joins the Villager team. | Mark of the Assassin: Players with of the Mark of the Assassin are being targeted by an Assassin, who will only win if that player dies. Due to the nature of the mark, the Assassin may receive allies. If the Assassin targeted a Wolf/Vamp, he is allied with the Villagers, and vice versa. If the Tanner receives the Mark of the Assassin, the Tanner has an ally. If the Minion or Renfield receives the Mark of the Assassin, the Assassin still wins as long as they are lynched. If the Gremlin or Pickpocket switches the Mark of the Assassin to the Assassin, then the Assassin only wins if he gets himself killed, much like the Tanner. | ||
Apprentice Assassin: You wake up and see the Assassin, and the Assassin sees you. You will win only if the Assassin dies. You do not have to be alive at the end of the game to win. If there is no Assassin, you are promoted to Assassin, and you must place the Mark of the Assassin front of any player, which include yourself. You then only win if that player dies. There is only one Apprentice Assassin. |
Card | Description | Card | Description |
---|---|---|---|
Apprentice Tanner: You are jealous of the Tanner and you want his job. You wake up and learn who the Tanner is. You will win only if the Tanner is killed. If there is no Tanner, you are promoted to the Tanner, but quickly realize that tanning sucks, and you now only win if you get yourself killed. There is only one Tanner. |
Card | Description | Card | Description |
---|---|---|---|
Tanner: You hate your job and you hate your village. You win if you get yourself killed. it does not matter if you are tied with a Villager or a Werewolf, you still win as long as you die. There is only one Tanner. |
Order of Night Actions
Though PMing the moderator will work at any time, certain cards will "occur" before another card. For example, a Seer will enact their action before a Robber does. This means that the Seer will learn the card of another player "before" the Robber exchanges their card. So if the Robber targets the same player as the Seer, the Seer will not learn that the player is a Robber, but rather, the original card that player was. This means that the moderator may not be able to reply until another player who comes before your card does their action. Keep that in mind.
The dusk phase occurs in the following order:
- Copycat
- Doppelgänger
- Vampire/The Master
- The Count
- Doppelgänger-Count
- Renfield
- Doppelgänger-Renfield
- Diseased
- Doppelgänger-Diseased
- Cupid
- Doppelgänger-Cupid
- Instigator
- Doppelgänger-Instigator
- Priest
- Doppelgänger-Priest
- Assassin
- Doppelgänger-Assassin
- Apprentice Assassin
- Doppelgänger-Apprentice Assassin The night phase occurs in the following order:
- Lovers
- Sentinel
- Doppelgänger
- Werewolf
- Alpha Wolf
- Mystic Wolf
- Minion
- Apprentice Tanner
- Doppelgänger-Apprentice Tanner
- Mason
- Thing (That Goes Bump in the Night)
- Seer
- Apprentice Seer
- Paranormal Investigator
- Marksman
- Doppelgänger-Marksman
- Robber
- Witch
- Pickpocket
- Doppelgänger-Pickpocket
- Troublemaker
- Village Idiot
- Aura Seer
- Doppelgänger-Aura Seer
- Gremlin
- Doppelgänger-Gremlin
- Drunk
- Insomniac
- Doppelgänger-Insomniac
- Squire
- Doppelgänger-Squire
- Beholder
- Doppelgänger-Beholder
- Revealer
- Doppelgänger-Revealer
- Curator
- Doppelgänger-Curator
One Night Ultimate Werewolf has its own channel! #werewolf is a channel wherein anyone can gather at least three people plus a game moderator, and have their a game of ONUW in real time! It's like the actual game in the real life! The plan is to create a bot that can completely automate everything, so that one day we can host IRC games without a game mod! Also, though much of the discussion occurs in #office, you can also discuss ONUW in #werewolf. It's okay, we don't bite! (Or do we...)
Sign-Ups
Sign-Ups and Game Set-Ups will be handled in their own, single posts. Game sizes are chosen by the host, and they may choose to whether or not expand the number of players to make up for any other people who want to play.
Game Links:
Quote
Original Game 1 Post
I'll edit this part once some activity has been generated. For this first game, I'm looking for at least five players. Just as a test run, these are the actives cards:
oh, and yes. I made those cards.
I'll edit this part once some activity has been generated. For this first game, I'm looking for at least five players. Just as a test run, these are the actives cards:
- Villager
- Minion
- Seer
- Troublemaker
- Robber
- Tanner
- Werewolf
- Werewolf
- Giga
- Lightvayne
- Impetus
- Underway
- mariocool1999
oh, and yes. I made those cards.
Future games will be linked to this.
Game 2, Hosted by Giant Shy Guy
Game 3, Hosted by Giga
Game 4, Hosted by Impetus
Game 5, Hosted by Giant Shy Guy
Game 6, Hosted by eXcavator
Game 7, Hosted by Giant Shy Guy
Game 8, Hosted by Giant Shy Guy
Game 9, Hosted by Giant Shy Guy
Game 10, Hosted by Giant Shy Guy
Game 11.A and 11.B, Hosted by Giant Shy Guy (null)
Game 12, Hosted by Giant Shy Guy
Game 13, Hosted by Giant Shy Guy
Game 14, Hosted by Impetus
Game 15, Hosted by eXcavator
Game 16, Hosted by Giant Shy Guy