PS Many thanks for the bottle of wine ..... and sorry about the smoking!
Bob
----- Original Message -----From: Neil ParkerTo: lbgc@...Sent: Monday, April 24, 2006 7:23 AMSubject: [lbgc] Werewolf gameOk game geeks, i've put the basics in the files section. This is the
summary i found elsewhere so its not my work.
I would recommend to Phil, who kindly offered to look into laminating a
set of proper cards for us, the following quantities of each card:
Villagers: 10; Werewolves: 7; Seer: 2; Sorcerer: 2; Masons: 3; Cupid:
1; Angel: 1; Werewolf Hunter: 1; Alpha Wolf: 1; Witness: 1; Witch: 1;
Tinker: 1; Cursed: 1; Villager (with silver bullets): 1; Villager (with
Wolfsbane): 1.
Bear in mind we ought to have some spare cards and one card for a
villager, werewolf and seer for the moderator to use at night to
identify people in the Seer (Villager/Werewolf) and Sorceror
(Villager/Seer) phases.
Some of the powers of each card can be mooted and clarified/altered eg
the Witness seeing one werewolf only, the Witch only having the power
to heal only.
In terms of a league, given not all players can regularly make it and
some may not want to moderate, the league should be a simple Villagers
v Werewolves one.
In addition, If the Villagers win and the Seer survives or the
Werewolves win and the Sorceror survives an individual point goes to
the Seer or Sorceror role respectively (with a number in brackets to
identify the number of games the Sorceror role was used to better
identify success).