+ ۩ N O S F E R A T U ۩ +A deadly Vampyr stalks the village at night! Can you find them and stake them before the village is destroyed?
This is a Hidden Role game similar to Mafia.
The Good Guys, aka Hunters win when they
Stake the Vampire or
Cast 5 Rituals.
The Bad Guys, aka the Vampyr and the GM, win when either the
Hunters stake the wrong person or
5 Bites have been performed.
That's right, the GM is none other then Renfield, Nosferatu's loyal henchman! While the GM will perform all their tasks accurately, they will also try to subvert the efforts of the Hunters by sewing dissent and trying to help the Vampyr fly under the radar. They also determine who gets bitten by the Vampyr.
Mechanics
The Stake is given to a player at the start of the game by the GM.
At the end of the round, the players discuss who to stake. The player with the stake gets final decision and can kill someone with the stake.
If the Hunters stake another Hunter, the game is over and the Bad Guys win.
The Hunter with the stake can pass the Stake to another Player. The Round will then start and that player will be the first person in the turn order.
The Vampyr is incapable of using the stake! Nosferatu must always pass the stake.
What does this mean? You can use the Turn Order to learn information about your fellow players. Since the person who starts the round with the Stake always plays first, you have an oppurtunity to catch the Vampyr out. Also, the Vampyr cannot use the stake - so if everyone is certain someone should be staked but someone refuses to do it, it casts them in a suspicious light.
Every night, the Hunters try to find the Nosferatu, and the Vampyr hunts.
The GM reveals the clock - determined randomly - after every Player Turn. If it is still Night, the game continues, and the next player takes their turn. If the Dawn Comes, all actions played are revealed by the GM, and we proceed to staking. This means that turns have varied lengths.
If every possible Night segment is revealed before the Dawn Comes, this means it is Endless Night! No one may use the stake this turn. The GM takes the Stake and gives it to a player of their choice.
Every player starts the game with Two Actions, given to you randomly by the GM.
At the start of every turn, players gain another Two Actions to choose from.
The Actions are:
- Bite: Hunters should avoid playing this whenever possible. If 5 bites are performed, the Bad Guys win the game! When a round ends and the Actions are revealed, the GM chooses who gets bitten. For every Bite a player receives, they lose 1 Action. So if you are bitten once, you only have 3 Actions to choose from during the turn. If you get bitten twice, you only have 2 Actions to choose from. And yes - The Vampyr can bite themselves to ease suspicion!
- Night: While not as bad as a Bite, Hunters will want to avoid playing the Night when they can. When the Night action is performed it is added to the clock, making the turns longer (more chances for the Vampyr to hide) and making the chance of an Endless Night occuring much higher.
- Gossip: This action is safe for the Hunters to play. However, if the Gossip action is played in a round, all Incantations played that turn are cancelled. It is advised for Hunters to try to co-ordinate when they play Incantations.
- Incantation: This card is good for Hunters. If every action is an Incantation, then the Hunters may perform a Ritual. Rituals help hunters, and 5 successful Rituals mean the Hunters win!
If every Action taken in a turn is an Incantation, a Ritual is successfully performed.
The Rituals are:
- Blood Transfusion x2: One Bite is cured, restoring total action points to a player. If there are multiple bites that can be cured, the GM choses which one.
- Time Distortion: A Night segment is removed from the Clock, making Dawn more likely to come sooner, and giving the Nosferatu less player turns to hide among.
- Silver Mirror: This reveals the identity of one Hunter. The GM picks who is revealed. The Vampyr cannot be revealed this way, as they have no reflection.
- Holy Water: The holder of the Stake picks one person. That person's actions get reset to something new.
At the start of the game, the GM gives someone the Ancestral Stake, who will take the first turn. Everyone gets 2 actions messaged to them secretly.
At the start of a player's turn, the GM gives that player two more actions.
The player decides over PM which action to Play secretly and which action to Remove. The Removed action is Declared by the GM in the thread, but the played action is only revealed by the GM anonymously at the end of the entire round.
After a player has performed an action and removed an action, the GM reveals the Clock. If it is night, play continues. If it is Dawn, the round ends.
When the round ends, the GM declares what Actions have been taken that round. If Bites are played, they are distributed. If all Actions are Incantations, the Hunters can decide on a Ritual to perform. Any Night actions get added to the Clock.
If it is not an Endless Night, Players decide who to stake. If no one is staked, the current holder of the Ancestral Stake gives it to someone else, and the next round starts.
Player List:Minimum 5 players to start, better with 7.
1. AnimePigeon
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