Werewolf XXVIII: Mad Wizard and the Wolves (Game over Pg45)
The Werewolves are on the backfoot against the Kingdoms of Man in their war. While they had destroyed several towns in their initial rampages, they were never numerous (leading to their usual tactic of hiding in a town's population and attempting to turn the town against each other).. and have lost several key battles recently and the Kingdom of Men are pressing the advantage. Hearing that the remnants of the largest pack of wolves to be turned back are holing up in the ruins of a destroyed town.. several cities pooled their money to hire the best wizard they could to go in, and scour the wolves with magical flame.
Unfortunately, the best wizard they could hire was not only very powerful, but madder then a March Hare. The famed Mad Wizard Trosa has arrived, and he's brought some friends along.. and he's about to turn the tables on the Wolves in a way they never expected before. They're going to play the game, with his own twist.
And they don't call him the Mad Wizard for nothing.
16 Spots open
1.Anxiety - Torn Apart Day 4
2.Barkeep49
3.Qwikshot - Blasted Night 1
4. AlanT - Torn Apart Day 6
5. Mckerney - Torn Apart Day 2
6. Saldana
7. Lathum
8. st cronin - Blasted Night 5
9. path12 - Torn Apart Day 3
10. Sack Attack - Revealed as Wizard Day 8
11 Tyrith - torn Apart Day 7
12.Schmidty
13. Coffee Warlord- Torn apart Day 5
14.Hoopsguy - Blasted Night 7
15.tanglewood - Torn Apart Day 1
16.Blade6119 - Blasted Night 3
Alternates: None at this time.
Rules:
Roles will be handed out this weekend. This will begin Night 0 and discussion will be allowed at this point.
Game will start Tuesday, 9 AM with Night 0 Actions due at that point. Game will then run on a Monday-Friday basis, with Night action results being revealed at 9 am, and lynch results being revealed at 10 PM.
Lynches are based on most votes rule
Ties will be handled under the following rule: The two "boss" characters can each break a tie once (the Wolf player will have first choice on whether to break a tie or not, followed by the Wizard player). However, breaking a tie WILL reveal your role. If neither player wishes to break the tie, it will be decided by a coin flip.
The game will go until the Wizard flees, The Wizard and his henchmen outnumber the remaining Wolves (or a 1v1 basis), or the Wizard and his henchmen are all killed.
Victory Conditions:
Wolves:
Complete Victory: Wizard and henchmen killed, Wolf Boss stays alive
Moderate Victory: Wizard Flees, Henchmen killed, Wolf Boss stays alive
Moderate Victory: Wizard and henchmen Killed, Wolf Boss is killed
Light Victory: Wizard Flees, Henchmen Killed, Wolf Boss is Killed
Wizard/Henchmen:
Victory: Eliminate all Wolves
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Last edited by SirFozzie : 06-09-2006 at 10:10 PM.
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