Showing posts with label ultimate werewolf. Show all posts
Showing posts with label ultimate werewolf. Show all posts

Wednesday, September 14, 2011

Spies & Wolves

Sure, there are lots of games I need to get to the table because I haven't played them in a while and some that are newly acquired and have yet to see play for the first time. There are, however, a handful of games that I've been craving lately, titles that I'm constantly looking to set up and play.

The first two I'll mention are somewhat light party style games but they both feature a conflict between an uninformed majority and a more organized and knowledgeable minority secretly working against the common good.

  • The Resistance I love this game! The Resistance is a social deduction game in which the players are secretly either a member of the Resistance trying to carry out successful attack missions against an oppressive government, or they are secret government operatives, "the spies," attempting to sabotage said missions. Basically it is a game of lying, bluffing, deduction, reasoning, yelling, screaming, fighting, and the list goes on and on... In my mind the only downside to this game is people tend to take the in game conflict a little too personally and tempers can get a little out of control. Despite this, The Resistance is pretty much my first choice when the question is asked "What should we play?"
  • Werewolf Another social deduction game, less tense and confrontational than The Resistance, but excellent in different ways. In Werewolf, many of the players are villagers, but a few of them are secretly werewolves who will pick off the innocents one at a time during the night. It is up to the villagers to discuss amongst themselves and attempt to deduce who is a werewolf, then lynch one person every day. With a little luck and good reasoning hopefully the chosen one is a wolf and not a simple villager! Werewolf is a great game largely because of the huge amount of different secret roles available to be played--some on the side of the wolves, some on the side of the villagers. Some roles (like the Seer) allow the player to get a peek of another villager's identity, some (like the Bodyguard) allow the player to protect another villager of their choice, some (like the Lycan) simply appear to be something different than they actually are, just to muddy the water a little more. Also a strength of werewolf--the game can reasonably accommodate more than 20 players at a time.
Next time I'll delve into a couple more games I'd like to get to the table much more often--the strategy games Stone Age and Ghost Stories.

Saturday, September 10, 2011

Game Night 9/9/11

This week's game night was our largest yet, with 14 attendees total. Half of us played a quick game of Say Anything while waiting for the other half to show. Everyone seemed to enjoy it, though the game is very light. I sell Say Anything as a more creative & interesting version of Apples to Apples, which I feel is a fair comparison.

Once the majority of players had arrived we jumped into Werewolf, since the game plays so well with large groups we felt that we should be sure to get a game or two in. In retrospect, I really wish we had been able to play some actual strategy games, but since the Werewolf games went very long, we didn't have the time for anything else. Next time we'll either have to start with strategy games or just make sure our sessions of Werewolf are much more concise! Giving this situation some further thought, I feel that there were two primary factors contributing to our overly lengthy and occasionally frustrating Werewolf games.

  1. Though Werewolf is increasingly interesting with higher player counts generally, once you get up to 10-12 people in the same room playing the same game the general vibe becomes increasingly chaotic and it is quite difficult to keep players on topic. Looking at the Ultimate Werewolf instruction manual, it is suggested that the moderator choose a length of time for the first day of of play (perhaps 10 minutes), and if that time is exhausted without the villagers agreeing to lynch someone night immediately falls with no one dying. The warnings of time running out should be enough to get players to make some decisions, and even if the standstill continues and night falls, the game is still progressed by the wolves (quickly!) killing a villager. This day length could easily be extended to every day if necessary, and I think it is an excellent idea.
  2. The other big delays with our Werewolf plays last night were due to uncertainty as to which scenarios to use with the number of people playing the game. At one point we had a scenario picked out and explained and then we realized that our player count was wrong and we needed to start over. The rulebook has several suggested scenarios, but very few for our typical group sizes. Before our next game night I'll need to put together several scenarios for each group size through a reasonable number (perhaps 14 or 15). This way we can just count players, pick one of the preselected sets of roles and play.
Though my impressions of Werewolf have been gradually getting more positive over the last few months, and the sessions last night were pretty interesting and enjoyable, the game is certainly not firing on all cylinders yet. The above fixes will hopefully get the game to the point where we can concentrate more on the actual strategy and interactions of the game itself and not be distracted by confusion and chaos. I'm already ready for another go, although I really want to play Ghost Stories, Le Havre, Stone Age, and Battlestar Galactica too! Too many great games, too little time...