Werewolves
It was once a small time not so long ago in a village. All is calm and peaceful, between the birds, the brook gurgles softly and everyone goes after his day's work. Really everyone? Some people whisper that someone is gone. A werewolf would be the night crept through the village and would have brought him. How? A werewolf? That there are only in fairy tales, right? No! For in the same game of Pegasus we meet these Harriger journeymen.
This Kommunikationtionsspiel by Ted Alspach moved 5-68 players led by a director in the mystical above said village. Each player gets a role at the beginning of the game card and is now trying his character in the game into reality and achieve the goals of his faction. In game four groups (citizens, werewolves, vampires, Freemasons), and a variety of characters (for example, are included bodyguards, a witch, Prince, etc.). However, it is the rule, the only part of the different cards are used in a game. The compilation of a scenario described in the manual variants can be used or prepared by the director himself a set. It is very easy, because each map a positive ( "the good") or negative ( "the evil") has value. The goal is to place the role cards to put together that gives a sum of 0 and the game is so balanced.
Now the scenario is selected and distributed the role cards to start the game. The game leader calls for "sleep". Here, all players need to close your eyes and listen if they hear any nocturnal activities. Is it quiet in the "village" called the director of the "werewolves in". These must now be some as quietly as possible for a victim. Then they again close their eyes. Then the director can awake all the players and announce the tragic loss. Now, the "village" is trying the "werewolves", see themselves and may agree on a village member, which is condemned. Also this player is like the night the victims from the game. According to this principle, the game runs until either only a "villager" or "werewolves" are left.
At first it sounds rather monotonous. But the game alive through the interaction of the players. Thus, it often happens that at the "Tomorrow" is a werewolf posing as a harmless citizen and convincingly claimed to have heard a rustle beside him, and there quickly from one thing to another and there is the most amusing discussions. However, one should look for a round ever on the following things:
1. Match officials: he governs and directs the game. He needs to feel for it, when and what special role should be called or when it should intervene in the discussion of the villagers in order to prevent a hopeless wandering about. Stands or falls with it the match.
2. Atmosphere: in a slightly darkened room, or even at a campfire, the game is obviously much more atmospheric than in a brightly lit classroom. Even the director has a big impact again, whether he is playing purely "can technically run" or at least by voice and manner of expression makes the game an experience.
3. Round: there are already at least 10 people needed to be able to play a really exciting round. In addition, the players should be able to engage in the game. Yes, it would be extremely boring if the discussion of the villagers, no one says anything, or a player that has caught the werewolves, reveals that very. A little desire to role play and discipline is needed here.
All of these conditions are met, there is no more exciting and atmospheric game in a big group. Most data remains even in a game round, because everyone wants to be an evil werewolf times yes, even if it's only the fairy tale
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| Name: | Werewolves |
| Player: | 5-68 |
| Age: | From 8 years |
| Duration: | 30 minutes |
| Author (s): | Ted Alspach |
| Publisher: | Pegasus |












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