Fortune Telling Collection - Free divination - The Play and Skills of Werewolf Village 2

The Play and Skills of Werewolf Village 2

The rules of werewolf village are the same as the basic version, except for the ability of building. The following briefly introduces the functions of nine kinds of buildings.

The farmer's building is a farmhouse, and its ability is permanent.

In the second round, farmers can vote and choose a sheriff among farmers (the ability to vote is equal to two votes). When the sheriff died, he chose an heir from the surviving farmers. If all the farmers die, there will be no sheriff on the battlefield.

Father confessor building is a church, and its ability is one-off.

At any time of the day, the priest can designate one of the players to secretly show the role card to the priest.

The osteopath building is a shack, and its ability is disposable.

At any time during the day, the osteopath can use this ability to make a player restore the building ability he used, and the host will return the corresponding token to the player. This resilience is also one-off.

The headmaster's building is a school, and its ability is permanent.

Before voting every day, the principal can prevent two contestants from voting, and the principal himself cannot vote. Of course, they can still participate in the discussion. The headmaster can also prevent the bar owner from voting, but he can't ban the homeless from voting.

The baker's building is a bakery, and its ability is permanent.

Ability is a bit like a little girl. Every night, when the host says "please close your eyes, werewolf", the baker can open his eyes immediately, and then the host asks the baker to close his eyes again.

Barber barber building is a barber shop, and its ability is one-off.

At any time of the day, the barber can kill a player at will. If the other person is a werewolf, he will be forgiven by the villagers, but if the other person is a villager, the barber will be accused of murder and die. Barbers can't kill travelers.

The bailiff building is the home of the sheriff, and its ability is permanent.

Every morning, when a house is vacant, the sheriff can choose a traveler to enter the empty house, and the player will sit at the back of the house and return the traveler's baggage token to the owner. If the building's ability has been used, he can take the corresponding ability token. If more than one building is vacant, each vacant building can be given to a traveler. When the bailiff dies, he will stop distributing buildings, so sometimes travelers will do whatever it takes to protect the bailiff because they want the building. )

The bartender building is a bar, and its capacity is permanent (conditional).

Werewolves can't kill the bar owner, and villagers can't vote for him. If the person voted by the bar owner gets the highest number of votes and is killed (even if he is saved by other special abilities), the bar owner will lose his ability token. Generally speaking, the bar owner must vote before others vote (unless he has lost his ability).

The main building is a mansion with disposable capacity.

After any voting, if the person who is about to be killed pleads with the landlord, the landlord can choose to pardon him, so that he will not be killed and he will not have to open a role card. Of course, selfish landlords can also use this ability to forgive themselves.

The wanderer has no building, and his ability is permanent.

The abilities of teachers, hairdressers, arsonists and rumourers are ineffective for travelers. When the house is vacant, the sheriff can appoint a traveler to stay, and the traveler has the right to refuse.

Then the new role:

Arsonists, arsonists, one-time abilities.

When an arsonist is summoned, he can choose to put the arson sign in a building. The next morning, when everyone sees the disaster, the burned building will be demolished and the original owner will become a traveler. If the burned building happens to be the house that the werewolf sneaked into that night, then the werewolf closest to the arsonist's right will be burned to death, and the owner will live.

White wolves hate werewolves and villagers, and the only condition for victory is to live alone.

The white wolf will act with ordinary werewolves and hunt villagers together. Every two nights, he wakes up after his fellow werewolves fall asleep, and he can kill a werewolf if he wants.

rumormonger

At the end of every night, after the werewolf falls asleep, the rumormonger will put posters on someone's door with evidence of charges. When voting, this rumor mark will be regarded as two votes, but it cannot be placed in front of travelers.

Before the game starts, the host can mix all the tokens together, or choose a specific token and put it in a bag for everyone to extract. You can also choose a specific token combination by the host, so that everyone can choose in turn.

Everyone takes the corresponding building and puts the token on it, because some abilities are permanent and some are disposable. When the player uses the one-time ability, he must return the token to the owner. The ability of some buildings can restart the ability used by other buildings. In this case, the host will return the token to the corresponding player.

Then, the game began:

1, all asleep (close your eyes)

The thief, Cupid Cupido and the Guardian wake up in turn.

all night

Each role with identity operates in the following order:

Fortune teller, werewolf, little girl, baker, white werewolf, arsonist, witch, piper, enchanted player, rumor maker.

Daytime round

Everyone wakes up (opens their eyes) to discuss and vote.

Everyone fell asleep again.

Winning and losing conditions:

1, the werewolves are all dead and the villagers win.

2. All the villagers died and the werewolf won.

3. If a player with special winning conditions meets the winning conditions, the player wins (the priority is higher than 1 and 2).