This setup is semi-open, no one can be quite sure what roles there will be (besides me, of course).
Each setup will include one Shaman, three Orcs and two Villagers. The remaining roles will be determined by the roll of a 20 sided die six times.
1-10. Villager
11. Woodcutter
12. Jeweler
13. Saddler
14. Soldier
15. Tactican
16. Warden
17. Neighbor
18. Pauper
19. Poacher
20. Magician
For example, if an eighteen is rolled three times, three Paupers will be added to the setup.
The following plots will be added to the setup:
Ports
Farms
Quarries
Terminology to know:
Gold pieces- This is a form of currency used to purchase goods, and, for some roles, it is used to perform their night action.
Homes- This is where any player of any alignment lives. Homes generate Gold Pieces for the player, but not all homes are created equally.
Land- Land can be bought publicly. Land generates Gold Pieces for players, but can have other effects as well.
Goods- Goods are created by certain village roles, and they can be sold to give both the buyer and seller benefits.
Workplaces- Workplaces are added in the town if certain roles are in the game. If there are multiple copies of the same role, only one workplace will be added. If the workplace is destroyed, any roles that added the workplace can no longer perform their night action, create goods, or collect income.
As you can see, there is potential for a great variety of roles. Each of the roles does the following:
VillagerIncome: 1 Gold Piece
Home: Shack
Additional Buildings: None
Goods: None
Action: None
Orcs:Income: 1 Gold Piece
Home: Cottage
Additional Buildings: None
Goods: None
Night Action: All the Orcs as a group must decide on a victim to kill. This victim will be revealed during the day phase. If the Orcs cannot agree, a victim will be randomly selected.
Win Condition: The Orcs win when they are the only faction remaining in the town.
WoodcutterIncome: 1 Gold Piece
Home: Cottage
Additional Buildings: None
Goods: None
Action: None
JewelerIncome: 2 Gold Pieces
Home: Cottage
Additional Buildings: None
Goods: None
Action: None
SaddlerIncome: 0 Gold Pieces
Home: Cottage
Additional Buildings: None
Goods: Yes, a Saddle. Saddles sell for 1 Gold Piece and the buyer receives 2 Gold Pieces. Count: 5
Action: None
SoldierIncome: 0 Gold Pieces
Home: Cottage
Additional Buildings: Yes, Barracks
Goods: Yes, a Dagger. Daggers sell for 3 Gold Pieces and the buyer receives a Dagger. The buyer wakes up each night and may select a victim to visit and kill. If they do so, their Dagger is removed from their hand. If they don’t, they will continue to wake up until they use their Dagger. Count: 3
ShamanIncome: 0 Gold Pieces
Home: Shack
Additional Buildings: None
Goods: Yes, Bag of Herbs. Bags of Herbs cost 2 Gold Pieces and the buyer receives a Bag of Herbs. The buyer wakes up each night and may select a player to visit and heal. The buyer may not select themselves. If the selected player was going to die by a kill that night, the selected player will be saved. If the selected player wasn’t going to die by a kill that night, the selected player will not be saved, but the Bag of Herbs will still be removed from their hand. If they don’t use the Bag of Herbs, they will continue to wake up until they use their Bag of Herbs. Count: 5
Action: None
Tactician Income: 0 Gold Pieces
Home: Villa
Additional Buildings: None
Goods: Yes, Rapier. A Rapier costs 0 Gold Pieces and the buyer receives a Rapier. The buyer wakes up each night and may select a player to visit and protect. The buyer may not select themselves. If the selected player was going to die by a kill that night, the owner of the Rapier who is protecting them will die in their place. If the selected player wasn’t going to die by a kill that night, the selected player will not be saved, but the Rapier will still be removed from their hand. If they don’t use the Rapier, they will continue waking up until they use their Rapier. Count: 6
Action: None
WardenIncome: 0 Gold Pieces
Home: House
Additional Buildings: None
Goods: Yes, Agent. An Agent costs 2 Gold Pieces and the buyer receives an Agent. The buyer wakes up each night and may select a player to visit and investigate. The owner of the Agent will then be informed if the player is commoner aligned (the moderator should indicate this with a thumbs up or something similar) or villainous aligned (the moderator should indicate this with a thumbs down or something similar). If the buyer of the Agent receives no result (if no one is home or something similar), the moderator should indicate that as well (with a sideways thumb or something similar). If the Agent is used, it shall be removed from the buyer’s hand. If the Agent is not used, the buyer will continue waking up until they use their Agent. Count: 5
Action: None
Neighbor Income: 0 Gold Pieces
Home: Cottage
Additional Buildings: None
Goods: Yes, Spyglass. A Spyglass costs 3 Gold Pieces and the buyer receives a Spyglass. The buyer wakes up each night and may select a player to visit and investigate. The moderator shall show the Spyglass owner the role card of the player he or she chooses to investigate. If the Spyglass is used, it shall be removed from the buyer’s hand. If the Spyglass is not used, the buyer will continue waking up until they use their Spyglass. Count: 4
Action: None
PoacherIncome: 1 Gold Piece
Home: Shack
Additional Buildings: None
Goods: None
Action: If targeted during the night, the Poacher will passively kill whoever targeted them. The action that happened to them will still take effect, so if an Orc kills the Poacher, both the Poacher and Orc will die. During the first night, you should announce that any Poachers in the game should (with their eyes closed) stick their thumb out. This way you will know who they are in the event that they are targeted.
MagicianIncome: 0 Gold Pieces
House: Shack
Additional Buildings: Yes, Cemetery
Goods: None
Action: If a Magician is killed in any way, the following night after the Magician’s role has been revealed, the Magician wakes up. The Magician must then choose someone to kill, who will killed along with any others kills that occurred during the night. The Magician is then ‘dead for real,’ meaning that the Magician no longer participates in the game in any way.
PauperIncome: 0 Gold Pieces
Home: Shack
Additional Buildings: None
Goods: None
Action: None
Buildings
The following buildings may be included in the setup:
The Shop
Shacks
Cottages
Villas
Barracks
Cemetery
What do these buildings do?
The Shop: There is room for five goods in the shop. These goods can be bought by any player with enough Gold Pieces. If the shop is full, new goods cannot be sold. If the shop had one space left and two players attempt to sell goods, the order that was submitted first will be added into the shop.
Shacks- A Shack owner receives zero Gold Pieces per morning from their Shack (they can still receive Gold Pieces through other means).
Cottages- A Cottage owner receives one Gold Piece per morning from their Cottage.
Villa- A Villa owner receives two Gold Pieces from their Villa per morning.
Barracks- If the Barracks are destroyed, any roles which added the Barracks to the setup will no longer be able to create goods, do their Action or collect income. They will collect Gold Pieces from their home.
Cemetery- If the Cemetery are destroyed, any roles which added the Barracks to the setup will no longer be able to create goods, do their Action or collect income. They will still collect Gold Pieces from their home.
Plots
The following plots will be included in the setup:
Ports
Farms
Quarries
What do these plots do?
Ports cost four Gold Pieces and give their owner 2 Gold Pieces per morning.
Farms cost 3 Gold Pieces and give their owner 1 Gold Piece per morning.
Quarries cost 5 Gold Pieces and give their owner 3 Gold Pieces per morning.