Sing-ups are over.
This game is a little more difficult than an average jTWG game, however, the concepts are the same. Seering gives you a vision at the beginning of the following day; vigi is a kill of your choice; guard is a guarding of your choice; wolves kill at night; MW is seered green; etc.
This game will be rather quick if the runes fall into the hands of the wolves or a retarded human, so humans.. be very careful.
This game has an extremely strong emphasis on the Night Phase activity and the time in which the special players and players with items send their PMs (if they choose to do so). So, be active and cautious.
Runes, etc.
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12 Players: 1 MasterWolf, 1 Wolf Sage, 1 Thief(wolf), 1 Human Sage, 1 Stone Seeker, 1 Tracer, 6 Humans.
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2 Items:
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Pure Rune
Tainted Rune
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Night Phase:
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PMs are sent.
Thief attempt # 1
Sages distribute runes.
Thief attempt # 2
Item usage PMs are sent.
Runes are used.
Wolves kill
Beams
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Day:
---
Sages get seer information.
Lynch
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Item Descriptions:
Rules that apply to both the Pure Rune and the Tainted Rune:
Both runes have the exact same effects and abilities.
~ Destruction Ability: Vigi a player. You may choose yourself.
~ Protection Ability: Guard a player from any sort of death except lynch. You may choose yourself.
Pure Rune: Always spawns every night at the hands of the Human Sage.
Tainted Rune: Always spawns every night at the hands of the Wolf Sage. If a wolf who is NOT the Wolf Sage is in possession of the Tainted Rune the wolf will die.
General rules for any player with an item that has been given to him/her:
- The player may choose to use the Destruction or Protection ability of the item. The item will always disappear after its use.
- If the item is not used or distributed the item will disappear shedding a bright beam of light above the player’s house informing all others that this player had an item. The beam of light will be of the color of the player (green, blue, red), thus informing all players of the player’s possible roles (if more than one).
- No player is able to physically see the difference between the Pure and Tainted Runes.
Role Descriptions:
Humans:
Human Sage: The Human Sage distributes the Pure Rune to a player for a seering. The Human Sage cannot use the Pure Rune. If the Human Sage receives the Tainted Rune from the Wolf Sage he will appear as BLUE to the Wolf Sage.
Tracer: The Tracer will know the names of the people who enter his house whether the intent was giving an item or stealing one or attempting to steal one. However, he is unable to verify who did what. If theTracer receives a rune from a Sage he will appear as BLUE to the sage.
Stone Seeker: He has the ability to sense where the runes are after they have been distributed. He will know the locations of both runes after they have been distributed. If given a rune by a sage, the sage will see the Stone Seeker as BLUE.
Regular Humans: Normal meat. Nothing Special. If a human receives a rune they will appear as GREEN to the sage who distributed the rune.
Wolves:
Wolf Sage: The Wolf Sage distributes the Tainted Rune to a player for a seering. The Wolf Sage cannot use the Tainted Rune. If the Wolf Sage receives the Pure Rune from the Human Sage he will appear as RED to the Human Sage.
Thief: It is the thief’s main objective to take the Pure Rune from a player s/he suspects to have it. The thief will have two attempts (ON THE SAME HOUSE [JUST ONE PM]) to steal the rune: early at night and late at night. The thief will always forget on which attempt s/he stole the rune, if one is stolen. If the Thief receives the Pure Rune from the Human Sage he will appear as RED to the Human Sage.
MasterWolf: When given a Pure Rune, he will appear as GREEN to the Human Sage. The MasterWolf’s beam of light is also GREEN.
*Special Notes
This game has an extremely strong emphasis on the Night Phase activity and the time in which the special players and players with items send their PMs (if they choose to do so). So, be active and cautious.
NO CARDFLIPPING
NIGHT POSTING IS ALLOWED.
This game is a little more difficult than an average jTWG game, however, the concepts are the same. Seering gives you a vision at the beginning of the following day; vigi is a kill of your choice; guard is a guarding of your choice; wolves kill at night; MW is seered green; etc.
This game will be rather quick if the runes fall into the hands of the wolves or a retarded human, so humans.. be very careful.
This game has an extremely strong emphasis on the Night Phase activity and the time in which the special players and players with items send their PMs (if they choose to do so). So, be active and cautious.
Runes, etc.
---
12 Players: 1 MasterWolf, 1 Wolf Sage, 1 Thief(wolf), 1 Human Sage, 1 Stone Seeker, 1 Tracer, 6 Humans.
---
2 Items:
---
Pure Rune
Tainted Rune
---
Night Phase:
---
PMs are sent.
Thief attempt # 1
Sages distribute runes.
Thief attempt # 2
Item usage PMs are sent.
Runes are used.
Wolves kill
Beams
---
Day:
---
Sages get seer information.
Lynch
---
Item Descriptions:
Rules that apply to both the Pure Rune and the Tainted Rune:
Both runes have the exact same effects and abilities.
~ Destruction Ability: Vigi a player. You may choose yourself.
~ Protection Ability: Guard a player from any sort of death except lynch. You may choose yourself.
Pure Rune: Always spawns every night at the hands of the Human Sage.
Tainted Rune: Always spawns every night at the hands of the Wolf Sage. If a wolf who is NOT the Wolf Sage is in possession of the Tainted Rune the wolf will die.
General rules for any player with an item that has been given to him/her:
- The player may choose to use the Destruction or Protection ability of the item. The item will always disappear after its use.
- If the item is not used or distributed the item will disappear shedding a bright beam of light above the player’s house informing all others that this player had an item. The beam of light will be of the color of the player (green, blue, red), thus informing all players of the player’s possible roles (if more than one).
- No player is able to physically see the difference between the Pure and Tainted Runes.
Role Descriptions:
Humans:
Human Sage: The Human Sage distributes the Pure Rune to a player for a seering. The Human Sage cannot use the Pure Rune. If the Human Sage receives the Tainted Rune from the Wolf Sage he will appear as BLUE to the Wolf Sage.
Tracer: The Tracer will know the names of the people who enter his house whether the intent was giving an item or stealing one or attempting to steal one. However, he is unable to verify who did what. If theTracer receives a rune from a Sage he will appear as BLUE to the sage.
Stone Seeker: He has the ability to sense where the runes are after they have been distributed. He will know the locations of both runes after they have been distributed. If given a rune by a sage, the sage will see the Stone Seeker as BLUE.
Regular Humans: Normal meat. Nothing Special. If a human receives a rune they will appear as GREEN to the sage who distributed the rune.
Wolves:
Wolf Sage: The Wolf Sage distributes the Tainted Rune to a player for a seering. The Wolf Sage cannot use the Tainted Rune. If the Wolf Sage receives the Pure Rune from the Human Sage he will appear as RED to the Human Sage.
Thief: It is the thief’s main objective to take the Pure Rune from a player s/he suspects to have it. The thief will have two attempts (ON THE SAME HOUSE [JUST ONE PM]) to steal the rune: early at night and late at night. The thief will always forget on which attempt s/he stole the rune, if one is stolen. If the Thief receives the Pure Rune from the Human Sage he will appear as RED to the Human Sage.
MasterWolf: When given a Pure Rune, he will appear as GREEN to the Human Sage. The MasterWolf’s beam of light is also GREEN.
*Special Notes
This game has an extremely strong emphasis on the Night Phase activity and the time in which the special players and players with items send their PMs (if they choose to do so). So, be active and cautious.
NO CARDFLIPPING
NIGHT POSTING IS ALLOWED.






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