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SpyWolf2
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SpyWolf2: Sins of Two Countries

Rules

All players have as a default action the ability to try and discover an another player's role or nationality (color). The probability is as follows: 30% failure, 30% role, 30% color, and 10% both. The player will be notified of their success/failure. If the player chooses to exercise an active role ability, they cannot perform their default spy action for that day, and vice versa.

Team White’s and Team Black’s goal is to eliminate as much as possible of the other side. A majority win is needed to end the game after D4.

If there is some confusion about the meta-game, suggest that Black are the “wolves.”

Teams should be balanced at the beginning; if there is an odd number, randomly assign the Double Agent role to one person.

In a smaller game, eliminate the Dynamic Duo and reduce the # of shots a Sniper has.

Role Order

Saboteur | Sniper | Wheelman | Soldier | Faceman | Forger | Mastermind | Dynamic Duo | Double Agent | Agent

Roles

Agent: Standard default role. Can only perform the default spy action.

Saboteur: Can block another player's action once per turn. The target will only be notified that a blocking action has occurred.

Wheelman: Can watch one player in order to save them from a lynch/assassination; this only happens once when the kill action occurs on the target. (The Wheelman does not lose his ability if the target isn't killed that day.)

Faceman: May choose a team/role combination to impersonate. Does not change probability results. (The Faceman's starting identity is himself. The last known identity is assumed to be what the Faceman is currently using if he does not choose a different identity each day.)

Soldier: Can make his lynch vote count twice.

Mastermind: Automatically knows two true members of their team; initially does not know their roles. A private convo with all three together will be created.

Dynamic Duo: Two Agents are paired together for double the effectiveness of spy actions. 30% failure, 70% role & color. They have their own private convo. They also have double the risk: if one of the two dies in a kill, the other dies in the same action as well. They are not initially part of the Mastermind’s associates. (A Saboteur does not block both; it merely reverts probability to default chances while the block is in effect.)

Forger: Acts as a Faceman, but can only give the identity to a second target of choice. If the Forger makes a new identity, the old identity becomes useless.

Sniper: Can perform a separate kill once per night, four times a game. Make your shots count.

Double Agent: Special role; starts out as “neutral” Agent (and only has powers of) but can choose a side to “join.” Wins if their side loses. Only available if there are an odd number of players.