History TabletopGame / TheWerewolvesOfMillersHollow

7th Nov '16 9:10:45 AM Silverblade2
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More roles can be introduced. Some of those, like the Fortune Teller, use special abilities to help the villagers against the werewolves. Others, like the Cupid, are here to create additional conspiracies alongside or within the initial conspiracy. There are two expansion packs, ''New Moon'' and ''The Village'', adding new roles and game mechanics.\\

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More roles can be introduced. Some of those, like the Fortune Teller, use special abilities to help the villagers against the werewolves. Others, like the Cupid, are here to create additional conspiracies alongside or within the initial conspiracy. There are two three expansion packs, ''New Moon'' and Moon'', ''The Village'', Village'' and ''Characters'', adding new roles and game mechanics.\\


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* ThrivingGhostTown: Enforced. Miller's Hollow has as many inhabitants as players. The orignal has enough cards to have 24 players althought the instruction advises for 18 players at most. The compilation "The Pact" has enough cards to have up to 47 players.
6th Nov '16 1:46:57 PM Silverblade2
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* DrivenToSuicide: If one of the lover die, the other commits suicide.



* IKnowYouKnowIKnow

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* IKnowYouKnowIKnowGameplayAndStorySegregation: If no one die on the first night (either because the werewolves chose not to kill, the savior or the witch rescues the victim), the villagers have technically no reason to suspect that there are welwolves among them yet it's still possible to vote.
* InfantImmortality: Averted: the little girl can die.
* InterspeciesRomance: Happen with the combinaison of a god (cupid), a werewolf and a human.
%%* IKnowYouKnowIKnow
* KillEmAll: Happen if among three survivors, a couple executes a hunter [[TakingYouWithMe who shoots one of them]] and causes the other [[DrivenToSuicide to kill theymselves]]. In this case there are no winners.


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* PyrrhicVictory: If the only people left are two or [[SoleSurvivor one]] werwolves or villagers.
19th Dec '14 1:30:17 PM FordPrefect
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During the first turn, each player receives a single card from the [[GameMaster GM]] and must keep it a secret from the other players. This is followed by a vote among the players to choose a captain, whose function is represented by a second (non-hidden) card. The game then alternates between “night” turns and “day” turns. During the night, all players with a “villager” card must keep their eyes shut and remain silent, as if they were asleep, while all players with a “werewolf” card must use visual gestures to communicate with each other and choose a victim among the villagers. During the day, all players (real villagers plus werewolves pretending to be villagers) must condemn somebody among themselves, with the captain’s vote counting twice. Every time a player is devoured during the night or executed during the day, his card is revealed to the other players and he must remain inactive for the rest of the game. If the captain is devoured or executed, he chooses his successor. The villagers win when all the werewolves have been executed. The werewolves win when all the villagers have been devoured or executed (the GM generally ends the game once the wolves have enough votes to block any attempt to execute them).\\

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During the first turn, each player receives a single card from the [[GameMaster GM]] and must keep it a secret from the other players. This is followed by a vote among the players to choose a captain, whose function is represented by a second (non-hidden) card. The game then alternates between “night” turns and “day” turns. turns.
*
During the night, all players with a “villager” card must keep their eyes shut and remain silent, as if they were asleep, while all players with a “werewolf” card must use visual gestures to communicate with each other and choose a victim among the villagers. villagers.
*
During the day, all players (real villagers plus werewolves pretending to be villagers) must condemn somebody among themselves, with the captain’s vote counting twice. twice.

Every time a player is devoured during the night or executed during the day, his card is revealed to the other players and he must remain inactive for the rest of the game. If the captain is devoured or executed, he chooses his successor. The villagers win when all the werewolves have been executed. The werewolves win when all the villagers have been devoured or executed (the GM generally ends the game once the wolves have enough votes to block any attempt to execute them).\\
2nd Sep '13 10:53:46 AM Millstone
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* FlockOfWolves: {{Inverted}} in the "black death" scenario. There are no werewolves.

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* FlockOfWolves: {{Inverted}} in the "black death" scenario. [[spoiler: There are no werewolves.werewolves]].
7th Oct '12 2:41:01 PM FordPrefect
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During the first turn, each player receives a single card from the [[GameMaster GM]] and must keep it a secret from the other players. This is followed by a vote among the players to choose a captain, whose function is represented by a second (non-hidden) card. The game then alternates between “night” turns and “day” turns. During the night, all players with a “villager” card must keep their eyes shut and remain silent, as if they were asleep, while all players with a “werewolf” card must use visual gestures to communicate with each other and choose a victim among the villagers. During the day, all players must pretend to be villagers and condemn somebody among themselves, with the captain’s vote counting twice. Every time a player is devoured during the night or executed during the day, his card is revealed to the other players and he must remain inactive for the rest of the game. If the captain is devoured or executed, he chooses his successor. The villagers win when all the werewolves have been executed. The werewolves win when all the villagers have been devoured or executed (the GM generally ends the game once the wolves have enough votes to block any attempt to execute them).\\

to:

During the first turn, each player receives a single card from the [[GameMaster GM]] and must keep it a secret from the other players. This is followed by a vote among the players to choose a captain, whose function is represented by a second (non-hidden) card. The game then alternates between “night” turns and “day” turns. During the night, all players with a “villager” card must keep their eyes shut and remain silent, as if they were asleep, while all players with a “werewolf” card must use visual gestures to communicate with each other and choose a victim among the villagers. During the day, all players must pretend to be (real villagers and plus werewolves pretending to be villagers) must condemn somebody among themselves, with the captain’s vote counting twice. Every time a player is devoured during the night or executed during the day, his card is revealed to the other players and he must remain inactive for the rest of the game. If the captain is devoured or executed, he chooses his successor. The villagers win when all the werewolves have been executed. The werewolves win when all the villagers have been devoured or executed (the GM generally ends the game once the wolves have enough votes to block any attempt to execute them).\\
12th Jun '12 11:21:03 AM cgsilverscreen2020
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''The Werewolves of Miller’s Hollow'' is a reimagining of ''Mafia'', a [[ParlorGames parlor game]] of Russian origin. It is a more complex version of the original [[TabletopGame/Werewolf Werewolf]], adding more characters to the mix. While it plays with cards, the real fun comes from the debates as the players try to spot the traitors among themselves.\\

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''The Werewolves of Miller’s Hollow'' is a reimagining of ''Mafia'', a [[ParlorGames parlor game]] of Russian origin. It is a more complex version of the original [[TabletopGame/Werewolf [[{{TabletopGame/Werewolf}} Werewolf]], adding more characters to the mix. While it plays with cards, the real fun comes from the debates as the players try to spot the traitors among themselves.\\
12th Jun '12 11:20:38 AM cgsilverscreen2020
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''The Werewolves of Miller’s Hollow'' is a reimagining of ''Mafia'', a [[ParlorGames parlor game]] of Russian origin. While it plays with cards, the real fun comes from the debates as the players try to spot the traitors among themselves.\\

to:

''The Werewolves of Miller’s Hollow'' is a reimagining of ''Mafia'', a [[ParlorGames parlor game]] of Russian origin. It is a more complex version of the original [[TabletopGame/Werewolf Werewolf]], adding more characters to the mix. While it plays with cards, the real fun comes from the debates as the players try to spot the traitors among themselves.\\
11th May '12 1:28:53 AM movie007
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[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/Thiercelieux_9406.jpg]]
[[caption-width-right:300:Nine cards. Seven secrets.]]

''The Werewolves of Miller’s Hollow'' is a reimagining of ''Mafia'', a [[ParlorGames parlor game]] of Russian origin. While it plays with cards, the real fun comes from the debates as the players try to spot the traitors among themselves.\\
\\
During the first turn, each player receives a single card from the [[GameMaster GM]] and must keep it a secret from the other players. This is followed by a vote among the players to choose a captain, whose function is represented by a second (non-hidden) card. The game then alternates between “night” turns and “day” turns. During the night, all players with a “villager” card must keep their eyes shut and remain silent, as if they were asleep, while all players with a “werewolf” card must use visual gestures to communicate with each other and choose a victim among the villagers. During the day, all players must pretend to be villagers and condemn somebody among themselves, with the captain’s vote counting twice. Every time a player is devoured during the night or executed during the day, his card is revealed to the other players and he must remain inactive for the rest of the game. If the captain is devoured or executed, he chooses his successor. The villagers win when all the werewolves have been executed. The werewolves win when all the villagers have been devoured or executed (the GM generally ends the game once the wolves have enough votes to block any attempt to execute them).\\
\\
More roles can be introduced. Some of those, like the Fortune Teller, use special abilities to help the villagers against the werewolves. Others, like the Cupid, are here to create additional conspiracies alongside or within the initial conspiracy. There are two expansion packs, ''New Moon'' and ''The Village'', adding new roles and game mechanics.\\
\\
Has a [[Characters/TheWerewolvesOfMillersHollow character sheet]].

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!!This game contains examples of:

* DisasterDominoes: If an unlucky chain of events occurs, the villagers can wipe out the majority (or, depending on the number of players left, ''all'') of themselves in one night without exposing a single werewolf.
* DoubleReverseQuadrupleAgent: Some combinations of roles can lead to this.
* FlockOfWolves: {{Inverted}} in the "black death" scenario. There are no werewolves.
* FurAgainstFang: Whenever the fans imagine new roles, vampires aren’t far away.
* IKnowYouKnowIKnow
* OurWerewolvesAreDifferent: They transform every night but are not TheVirus.
* TenLittleMurderVictims: It seems that Miller's Hollow is a very isolated community.
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This list shows the last 8 events of 8. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=TabletopGame.TheWerewolvesOfMillersHollow