Ultimate Werewolf - Wikipedia, the free encyclopedia. Ultimate Werewolf is a party card game designed by Ted Alspach and published by BГ©zier Games.[2] It is based on the social game, Werewolf, which is Andrew Plotkin's reinvention of Dimitry Davidoff's 1. Mafia.[3][4] The Werewolf game appeared in many forms before BГ©zier Games published Ultimate Werewolf in 2. Gameplay[edit]Ultimate Werewolf can be played with 6 to 7. Each player has an agenda: as a villager, hunt down the werewolves and vampires; as a werewolf or vampire, convince the other villagers that you are innocent, while secretly attacking those same villagers each night. Dozens of special roles are available to help both the villagers and the werewolves achieve their goals.[2][1] The game has more than forty unique roles, eighteen different scenarios, a set of 7. The many roles of Ultimate Werewolf include: [5][6]Apprentice Seer: Become the Seer if the Seer is killed. Aura Seer: At night, find the team of one player. Beholder: Opens his eyes the first night to see who the seer is. Big Bad Wolf: If the werewolves target is beside you, you can kill any combination of your adjacent players. However, if the leprechaun redirects the initial attack, none of your adjacent players die. Bogeyman: If the wolves can't decide who to kill, you'll do it for them. You win if all the night- actives are dead. Bodyguard: Choose a different player each night to protect. That player cannot be killed that night. Cupid: Choose two players to be lovers. If one of those players dies, the other dies from a broken heart. The Count: The first night, you are told how many werewolves there are in each half of the village. Diseased: If you are attacked by werewolves, the werewolves do not get fed the following night. Fruit Brute: If you are the last wolf left alive, you become a villager. Ghost: Die the first night, then each day, write one letter clues as a message from the beyond (no names or initials). Hunter: If you are killed, take someone down with you. Village Idiot: Always vote for players to die. Artwork for a Werewolf in Prince Caspian. Werewolves have the ability to turn from a man to a wolf at will. The myth goes that one had only to be bitten by a werewolf. Open Game Content (place problems on the discussion page). This is part of the (3.5e) Revised System Reference Document. It is covered by the Open Game License v1.0a. Heraldry. During the Fifth Blight, Witherfang and the werewolf leader, Swiftrunner, led a group of werewolves that had partially regained their minds in an ambush. Ultimate Werewolf is a party card game designed by Ted Alspach and published by Bézier Games. [2] It is based on the social game, Werewolf, which is Andrew Plotkin's. Mafia (Russian: Ма́фия), also known as Werewolf, is a party game created in the USSR by Dmitry Davidoff in 1986 [2] modelling a conflict between an informed. Blood Of The Werewolf Game WikiInsomniac: each night, learn at least one of your neighbors has woken up during the night. Lycan: You are a villager, but you appear falsely to be a werewolf to the Seer. Wolf man: The exact opposite of a lycan. Martyr: Take the place of anyone who has just been night killed by wolves. Mason (3): You know who the other Masons are. Mayor: Your vote counts twice when voting to lynch a player if you reveal yourself. Old Hag: At night, indicate a player who must leave the village the next day. Old Man: You will die on night X, where X is the number of werewolves in the game plus one. P. I.: Inspect three players each night (they must be beside each other). Pacifist: You cannot vote when lynching. Priest: On the first night, protect a player. The next attempt to kill the player fails. The night after that attempt, you protect a different player. Prince: You can't be lynched. Seer: Each night, point at a player and learn if they are: Either on the villager team, or a vampire, or, if a werewolf, the exact powers. Spellcaster: At night, indicate a player who must not speak the following day. Tough Guy: You survive an extra day if attacked by werewolves at night. Troublemaker: Once per game, choose to have two lynch attempts on one day. If the votes are tied, then you've wasted your chance. The Amulet of Protection: Anyone who has this won't ever die. You must pass the Amulet to another player each day. Thing: Each night, tap a player sitting immediately next to you. Villager (2. 0): Find the werewolves and lynch them. Witch: Kill or heal a player at night, once each per game. Sorcerer: You are a seer, but you are on the Werewolf team. Minion: Work with the werewolves to kill the villagers. Werewolf (1. 2): Eat a villager each night. Wolf Cub: If you die, the werewolves get two kills the following night. Dream Wolf: If a werewolf dies, you replace them (you're not allowed to wake up until a werewolf dies.)Cursed: You are a villager until attacked by werewolves, at which time you become a werewolf. Doppelg. Г¤nger: Select a player the first night. If that player dies, you secretly take that role. Drunk: You are a villager until the third night, when you remember your real role. Cult Leader: Each night, add a player to your cult. You win if all of the players left alive are part of your cult. Hoodlum: Indicate two players on the first night. If they die and you are alive at the end of the game, you win. Tanner: You only win if you are killed. Lone Wolf: You are a werewolf, but you only win if you are the last wolf team member alive. Vampire (6): Attack another player each night. They die if there is a nomination the next day. Little Girl: Like a villager but each night gets to peek out but be discrete so the wolves don't notice, because they can signal the moderator if they think you are the little girl. You die if the wolves' accusation was correct. Wild Child: on the first night the Wild Child chooses 1 "role model" if the role model dies the wild child becomes a werewolf until then the wild child is a normal villager. Sasquatch: You are a villager until a day ends without a lynch, in which case you become a werewolf. Leprechaun: You can redirect werewolf attacks to players adjacent to the target(s), but you don't have to. Bloody Mary: If you die, kill someone from the team that killed you the next night. Chupacabra: Each night, select a player. If they are a werewolf, they die. If they aren't a werewolf, they don't die. If all the wolves are dead, kill a player each night. Nostradamus: Predict the winning team on the 1st night. If that team wins AND you are alive at the end of the game, you get a solo win. For the rest of the game you are a villager. Dire Wolf: On the first night you put yourself in love. You are on the wolf team.________: Some decks come with 2 cards with no role or description. Make one up and write it down! Fortune Teller: You know the exact roles of your inspectees (wolf man/lycan excepted), and the person you inspected doesn't know it. Moderator: Moderates the game. Expansion packs[edit]Ultimate Werewolf: Classic Movie Monsters. Ultimate Werewolf: Night Terrors. Ultimate Werewolf: Artifacts[2][1][6]Ultimate Werewolf: Urban Legends. Ultimate Werewolf: Wolfpack. References[edit]External links[edit]. Mafia (party game) - Wikipedia, the free encyclopedia. Mafia (Russian: Ма́фия[Л€ma. Лђfja]), also known as Werewolf, is a party game created in the USSR by Dmitry Davidoff in 1. At the start of the game, each player is secretly assigned a role affiliated with one of these teams. The game has two alternating phases: night, during which the mafia may covertly "murder" an innocent, and day, in which surviving players debate the identities of the mafiosi and vote to eliminate a suspect. Play continues until all of the mafia have been eliminated or until the mafia outnumbers the innocents. History[edit]Dmitry Davidoff (Russian: Дми́трий Давы́дов, Dmitriy Davydov) is generally acknowledged as the game's creator. He dates the first game to spring 1. Psychology Department of Moscow State University, spreading to classrooms, dorms, and summer camps of Moscow University.[3][Note 1]Wired attributes the creation to Davidoff but dates the first game to 1. Davidoff was starting the work which would produce Mafia. He developed the game to combine psychology research with his duties teaching high school students.[4] The game became popular in other Soviet colleges and schools and in the 1. Europe and then the United States. By the mid nineties a version of the game became a Latvian television series (with a parliamentary setting, and played by Latvian celebrities).[5]Andrew Plotkin gave the rules a werewolf theme in 1. Mafia and a variant called Thing[Note 2] have been played at science fiction writers' workshops since 1. Clarion[8] and Viable Paradise[9] workshops. The Werewolf variant of Mafia became widespread at major tech events, including the Game Developers Conference, ETech, Foo Camps, and South By Southwest.[4] In 1. Kaliningrad Higher school of the Internal Affairs Ministry published the methodical textbook Nonverbal communications. Developing role- playing games 'Mafia' and 'Murderer' for a course on Visual psychodiagnostics, to teach various methods of reading body language and nonverbal signals.[1. In September 1. 99. Mafia was introduced to the Graduate College at Princeton University, where a number of variants were developed.[1. In March 2. 00. 6 Ernest Fedorov was running a Mafia Club in Kiev, using his own patented variation of the rules. The club organizes games, rates players, and awards prizes (including a Sicily trip for their tournament- series champion).[1. In June 2. 00. 6 a Rockingham school inquiry was launched after parents complained of the traumatic effects classroom Mafia was having on their fifth- grade children. Davidoff responded to the reports, saying that as a parent who had studied child psychology for 2. In September 2. 01. Mafia began to gain popularity, with players participating from across the globe using only web- cameras and microphones. Chris "Pope. Stottle" Stottle founded Daily Mafia,[1. The stream is viewed regularly by hundreds of individuals world wide and has even stemmed the creation of multiple spin- off mafia streams, such as Ryuzilla's Super Mafia All- Stars[1. Boonetown's Town Mafia, [1. Jesus Toast Mafia's Friday Night Mafia. In late 2. 01. 3, Michael "Thingyman" Harders founded the Game of Mafia Champions, an invitation- only series in which players from multiple internet communities play in a series of mafia games, culminating in a final game, where the best player of the year is determined. The series was first hosted on Two Plus Two Poker Forums' Puzzles and Other Games section and has since been moved to Mafia Universe. Mafia was called one of the 5. Gameplay[edit]In its simplest form, Mafia is played by two teams: the mafia and the innocents. At the start of the game, every mafioso is given the identities of their teammates, whereas the innocents only receive the number of mafiosi in the game. Live games require a moderator who does not participate as a player. There are two phases: night and day. At night, certain players secretly perform special actions; during day, players discuss and vote to "lynch," or eliminate, one player. These phases alternate with each other until all mafiosi have been eliminated or until the mafia outnumbers the innocents. Some players may be given roles with special abilities. Common special roles include: detective — an innocent who may learn the team of one player every night; doctor — an innocent who may protect a player from being killed every night; barman — a mafioso who may cancel the effect of another role's ability every night; vigilante — a mafioso who may kill a player every night. Andrew Plotkin recommends having exactly two mafiosi,[3] whereas the original Davidoff rules suggest a third of the players (rounding to the nearest whole number) be mafiosi. Davidoff's original game does not include roles with special abilities.[1] In his rules for "Werewolf," Andrew Plotkin recommends that the first phase be day and that there be an odd number of players. These specifications prevent players from being killed before the first day and in most scenarios ensure that the game will end dramatically on a lynching rather than with an anticlimactic murder.[3]All players close their eyes. The moderator then instructs all members of the mafia to open their eyes and acknowledge their accomplices. The mafia members pick a "victim" by silently gesturing to indicate their target and to show unanimity then close their eyes again. A similar process occurs for other roles with nightly actions. In the case of the detective, the moderator may indicate the target's innocence or guilt by using gestures such as nodding or head shaking. Night may be accompanied by players tapping gently to mask sounds made by gesturing.[2. Looking for criminals and suspecting each other during the day time in Mafia party game. The moderator instructs players to open their eyes and announces who "died" the previous night. According to some rules, the role of the murdered player is revealed; according to others, it is not.[6][2. Dead players may not attempt to influence the game. Discussion ensues. At any point, a player may accuse someone of being a mafioso and prompt others to vote to lynch them. If over half of the players do so, the accused person is eliminated, their role is revealed, and night begins. Otherwise, the phase continues until a lynching occurs.[3]Because players have more freedom to deliberate, days tend to be longer than nights. Game theory[edit]Mathematical study[edit]Mafia is a complicated game to model, so most analyses of optimal play have assumed both (a) that there are only townsfolk and mafiosos and (b) that the townsfolk never have a probability of identifying the Mafia that is better than chance. Early treatment of the game concentrated on simulation,[2. In 2. 00. 6, the computer scientists Braverman, Etesami and Mossel proved that without detectives and with perfect players the randomized strategy is optimal for both citizens and mafia. When there is a large enough number of players to give both groups similar probability of winning, they showed that the initial number of mafiosi m needs to be proportional to the square root of the total number of players P, that is .[2. With a simulation, they confirmed that 5. The Mafia's chance of victory iswhich is a good approximation when the right hand side is below 4. If any detectives are added to the game, Braverman et al. Note 3]In 2. 00. 8, Erlin Yao derived specific analytical bounds for the mafia's win probability when there are no detectives.[2. In a paper[2. 5] from 2. Moreover, it was shown that the parity of the initial number of players plays an important role. In particular, when the number of mafiosi is fixed and an odd player is added to the game (and ties are resolved by coin flips), the mafia- winning chance do not drop but rise by a factor of approx. Results in live play[edit]In live (or videoconference[2. Several reasons for this have been advanced: The physiological stress of sustained lying degrades the initial ability of mafiosi to deceive the innocents, much more than a model of perfect play would predict, especially if the innocents can get the town emotionally involved in the game's outcome: If you're trying to feign shock or anger, it's much harder to do over a long period. People accused of something they're trying to hide will start out feigning outrage – 'How dare you ask me that?' But that will start to change to objection rather than shock, as it's psychologically very difficult to mimic emotion. The information revealed by the mafiosi voting patterns tells against them later in the game. One of the game's fans Max Ventilla, has said that "If the villagers are allowed to keep a pencil and paper, they always win."[2. As players get more experienced their strategic sophistication and ability to spot and use deception increases.[2. They will typically get better at the skills needed for playing innocents faster, being villagers more often than mafiosi. The Metagame aspect: Dimma Davidoff has said, Past connections will always lose to future collaborations.[4] When playing several Mafia games with the same people, it's more helpful to be known for honesty than for deceit. Davidoff considers that so important that he thinks the advantages of playing the mafioso role honestly outweigh the disadvantages. But, the Mafia can win in live play; their best chance of winning occurs when mafioso bond with their innocent neighbours and convince those neighbours to value that bond over dispassionate analysis.[2. The game designers Salen and Zimmerman have written that the deep emergent social game play in Mafia (combined with the fear of elimination) create ideal conditions for this.[3. Optional roles[edit]These additional roles are named differently in the many versions of Mafia, for thematic flavor, or historical reasons. Also, the same role- name can have differing functions across different versions of the game.[3.
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