Midnight Werewolf Kill
Chapter 1 Introduction to Werewolf Killing
[-]. Card type setting:
The fixed card type in this article:
1. Villagers: The camp of good people has no ability of its own, and can only judge who is a werewolf by relying on various mixed information of true and false during the voting during the day.
2. Werewolves: Dark forces attack and kill a good person every night, or kill themselves.Hiding his identity during the day, misleading and framing others.
3. Prophet: good camp, clergy, can check the true identity of a player every night.
4. Witches: good camp, priests, have two bottles of potion, antidote can save a player who was killed by a werewolf that night, poison/drug can kill a player, use up to one bottle of medicine every night, except for the first Evening Witch can't help herself.
5. Hunter: Good camp, clergy, when the hunter is voted dead or killed by a werewolf, he can shoot and take away any player.
Card types that may be added later:
1. Cupid: On the first night, you can bind any two players as a couple.One of the lovers died, and the other died in love.If the lovers are both good people, they will be classified into the good camp; if both the lovers are werewolves, they will be classified into the werewolf camp;
2. Guard: Good camp, you can guard one player every night, not to be attacked by werewolves, and you can guard yourself, but you cannot guard the same person for two consecutive nights.If the witch antidote and the guard are used on the same person, the player dies due to both guarding and saving.
3. Idiots/idiots: For the good camp, if you are voted out, you can reveal your ID card to avoid being out, and you can speak normally afterward, but you cannot vote.The werewolf needs to kill him again for him to die.But if the idiot/idiot dies due to non-voting reasons, the skill cannot be activated and he dies immediately.
4. Bomber/Bomber: After being voted out during the day, all players who voted for him will die.If the bomber/bomber kills everyone on the field when he is ruled out, the bomber/bomber alone wins.
5. Sheriff: An identity card is added, and on the first day after the game starts, a player is selected by voting from all players to be awarded the sheriff.The sheriff was the last to speak during the day and had 1.5 votes when the vote was cast.
[-]. Terminology
1. Christmas Eve: A night when no players are eliminated.
2. Jinshui: A good person who has been tested by a prophet.
3. Yinshui: People saved by witches.
4. Check and kill: the wolf detected by the prophet.
5. Knife: The wolf kills a player at night.
6. Jump: Declare that you are a certain identity.
7. Water paddling: The player's speech is short, without content and logic.
8. Squeeze identity: Infer the identity of the player through the behavior and speech of the player.
9. Mob: Civilians who disturb the situation on the field.
10. Trample: A player thinks another player is not doing well.
11. Fishing: A player thinks another player is doing well.
12. Return of votes: The player who speaks at the end of the day session summarizes the votes of this round, and the others choose whether to follow.
13. Deepwater wolf: A wolf that hides deeply and does not make itself a focus card.
14. Barb Wolf: Sell your wolf teammates to make yourself a good identity, and stand in the team as a true prophet.
15. Exploding wolf: There are loopholes in his speech, and he is identified as a wolf.
16. Self-explosion: The werewolf expresses himself as a wolf during the day, and he is out of the game. The day ends and he enters the night directly.
17: Brave jump: The werewolf jumps to the prophet.
18. Regression: first jumped to a certain identity, and later admitted that he was not this identity.
19. Front position: The player who speaks in the front position.
20. Back position: The player whose speaking position is at the back.
21. Breaking votes: After being suspicious of yourself or another player, transfer the suspicion to other players.
22. Anti-push: A card that can be pushed if no one can be found, usually a villager card.
23. Sticking to the face: Gain the trust of other people on the field through illogical judgment methods such as swearing and swearing.
24. Player with eyes closed: Refers to villagers.
====================
#First Game Prophet, Witch, Hunter
====================
The fixed card type in this article:
1. Villagers: The camp of good people has no ability of its own, and can only judge who is a werewolf by relying on various mixed information of true and false during the voting during the day.
2. Werewolves: Dark forces attack and kill a good person every night, or kill themselves.Hiding his identity during the day, misleading and framing others.
3. Prophet: good camp, clergy, can check the true identity of a player every night.
4. Witches: good camp, priests, have two bottles of potion, antidote can save a player who was killed by a werewolf that night, poison/drug can kill a player, use up to one bottle of medicine every night, except for the first Evening Witch can't help herself.
5. Hunter: Good camp, clergy, when the hunter is voted dead or killed by a werewolf, he can shoot and take away any player.
Card types that may be added later:
1. Cupid: On the first night, you can bind any two players as a couple.One of the lovers died, and the other died in love.If the lovers are both good people, they will be classified into the good camp; if both the lovers are werewolves, they will be classified into the werewolf camp;
2. Guard: Good camp, you can guard one player every night, not to be attacked by werewolves, and you can guard yourself, but you cannot guard the same person for two consecutive nights.If the witch antidote and the guard are used on the same person, the player dies due to both guarding and saving.
3. Idiots/idiots: For the good camp, if you are voted out, you can reveal your ID card to avoid being out, and you can speak normally afterward, but you cannot vote.The werewolf needs to kill him again for him to die.But if the idiot/idiot dies due to non-voting reasons, the skill cannot be activated and he dies immediately.
4. Bomber/Bomber: After being voted out during the day, all players who voted for him will die.If the bomber/bomber kills everyone on the field when he is ruled out, the bomber/bomber alone wins.
5. Sheriff: An identity card is added, and on the first day after the game starts, a player is selected by voting from all players to be awarded the sheriff.The sheriff was the last to speak during the day and had 1.5 votes when the vote was cast.
[-]. Terminology
1. Christmas Eve: A night when no players are eliminated.
2. Jinshui: A good person who has been tested by a prophet.
3. Yinshui: People saved by witches.
4. Check and kill: the wolf detected by the prophet.
5. Knife: The wolf kills a player at night.
6. Jump: Declare that you are a certain identity.
7. Water paddling: The player's speech is short, without content and logic.
8. Squeeze identity: Infer the identity of the player through the behavior and speech of the player.
9. Mob: Civilians who disturb the situation on the field.
10. Trample: A player thinks another player is not doing well.
11. Fishing: A player thinks another player is doing well.
12. Return of votes: The player who speaks at the end of the day session summarizes the votes of this round, and the others choose whether to follow.
13. Deepwater wolf: A wolf that hides deeply and does not make itself a focus card.
14. Barb Wolf: Sell your wolf teammates to make yourself a good identity, and stand in the team as a true prophet.
15. Exploding wolf: There are loopholes in his speech, and he is identified as a wolf.
16. Self-explosion: The werewolf expresses himself as a wolf during the day, and he is out of the game. The day ends and he enters the night directly.
17: Brave jump: The werewolf jumps to the prophet.
18. Regression: first jumped to a certain identity, and later admitted that he was not this identity.
19. Front position: The player who speaks in the front position.
20. Back position: The player whose speaking position is at the back.
21. Breaking votes: After being suspicious of yourself or another player, transfer the suspicion to other players.
22. Anti-push: A card that can be pushed if no one can be found, usually a villager card.
23. Sticking to the face: Gain the trust of other people on the field through illogical judgment methods such as swearing and swearing.
24. Player with eyes closed: Refers to villagers.
====================
#First Game Prophet, Witch, Hunter
====================
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