Module talk:Wolf

From Vassal

1 - PRESENTATION WOLF is a strategy, cooperative and paranoïac game for 2 to 6 players, staging the confrontation between a werewolves pack and an adventurers team. It has been conceived for 12 to 120 years old players and each play lasts about 40 minutes.

Jack Ventura and his friends, famous monsters hunters, are called to the rescue of the Chilltown population. However this time the adventurers feel an icy shiver freezing their body because it looks like the evil which terrifies the residents is what doctor Zord calls in an erudite way the «Lycanthropy»... In other words a werewolves pack has decided to come in town to feast on human meat !

The game stages the werewolves assault on the house where the 5 Heroes have found refuge. Each player decides to play the Werewolves pack or one of the 5 Heroes. The werewolves purpose is to bite the Heroes in order to contaminate and transform them into monster. The heroes purpose is to clear the place of werewolves.

But everything is not as simple as it looks like because some heroes, from the game begining, are maybe contaminated by the lycanthropic virus. By another way, during the game, they can be bitten and secretly fall in the werewolves side !


2 - GAME SETTING The game components are the following ones :

- A Map board representing the house attacked by the Werewolves and the squares where the Object cards are placed. - 6 Character cards representing the 5 Heroes and the Werewolves. - 8 Werewolf units, with 1 boss and 3 She-wolves (double-face units in case of invisibility). - 5 double-face Hero units : When a contaminated Hero decides to attack another Hero, he must turn up his unit in order to reveal his lycanthropic nature. - 20 Barricade units which are used to close the exits. - 2 Invisibility and 6 intoxication units to identify an unit status. - 30 Wolf cards, 8 of them are Black Wolf cards and 22 Grey Wolf cards, which are used to determinate if the wounds inflicted by the Werewolves are contaminating. - 40 Object cards which are used by Heroes in their fight against Werewolves. - 2 six faces dices used to determinate some results.

First, here are the rules for a 6 players game.

Each player decides to play the Werewolves pack or one of the 5 Heroes : Jack Ventura, miss Q, July, Norbert or doctor Zord. He takes the corresponding Character card. The players place their unit(s) as they want on the map, the 5 Heroes on the "H" squares, the Werewolves on the "W" squares, the Barricades where they are printed. Then the 40 Object cards are placed on the right of the board, 4 cards face down by square.

Finally, 10 Wolf cards are taken : 9 Grey Wolf cards and 1 Black Wolf card. They are mixed face down. 1 card is given to each Hero player, who secretly takes a look at it. A Black Wolf card signifies that the Hero has been secretly contaminated before the game begining. He still have a human appearance. He will only turn up his unit to reveal his real nature when he will decide to attack one of his former friends. A Grey Wolf card signifies that the Hero is not contaminated. The remaining cards go back to the stock which is mixed and turned face down.




3 - PLAYERS TURN Players are playing in turn, clockwise. Heroes begin. When his turn comes, a player :

1 - MOVES his Hero or his Werewolves 2 - THEN MAKES ONE SPECIAL ACTION, which means : For a Hero : Pick or play an Object card, or bare hands attack, or use his Power. For the Werewolves : Attack a Hero, destroy a Barricade or use his Power.


4 - MOVEMENTS The movements are perpendicular or oblique, towards an adjacent square, as far as the unit doesn’t cross any obstacle. Are considered like movement obstacles : Walls, furnitures, trees, car, garbages, logs... and Units on the map : Heroes, Werewolves and Barricades. See chapter 13 for details. A square can’t be occupied by more than one unit.

HEROES : The player throws one die. He can move his unit up to his score. He can also decide not to move.

WEREWOLVES : The player can move each unit from 1 to 3 squares. He can also decide not to move some units.


5 - WEREWOLVES SPECIAL ACTIONS After its movement, each Werewolf can do one of those 3 Special Actions :

- DESTROY A BARRICADE : A Werewolf can try to destroy a Barricade. It has to be placed on a square perpendiculary adjacent to the Barricade unit and succeed a roll of 1 with one die. If the destruction succeeds, the Barricade unit is removed and the way is free.

- ATTACK A HERO : A Werewolf which ends his movement on a square perpendiculary adjacent to a Hero may decide to attack him. The Hero then has to pick a Wolf card to know the attack consequence. The player keeps this card secret, just like the card he received at the game begining. Even the Werewolf player is not allowed to see it. There’s no limit to the number of Wolf cards a Hero will have to pick during a game, so long as they are available.

A Grey Wolf card is a failure, the Hero has just been superficially wounded and remains human. If the Hero was already contaminated, he remains Werewolf.

A Black Wolf card is a success, the Hero is contaminated. If the Hero was already contaminated, he remains Werewolf.

A Werewolf adjacent to several Heroes can only attack one Hero. Several Werewolves may decide to attack the same Hero during a single turn. A Werewolf may decide to attack the same Hero several following turns if it can.

If the Wolf cards stock is empty, the Werewolves can’t attack any more : The dawn is rising and they have lost the game.

- USE A POWER : 4 of the Werewolves have paranormal Powers. These Powers are reminded on the Werwolves card. To make a Werewolf Power work, the player must succeed a score of 1 or 2 wih a dice. The Powers are described on chapter 14.

6 - A HERO IS CONTAMINATED A Hero who received a Black Wolf card at the begining or during the game is contaminated. He’s the only one to know his contamination, except in those cases (see further) : transformation, death, end of the game, Superglasses, Vison or Antidote.

Once contaminated, the player will try to act in Werewolves interest. He still have the same abilities as before, he can even attack other Werewolves (not to arouse Heroes suspicion) but he can’t use a Weapon against another Hero : As a matter of fact, his purpose is to contaminate the other Heroes, not to kill them.

At the most judicious moment, the contaminated Hero can try to attack another Hero. The contaminated Hero moves, and, once on the square perpendiculary adjacent to his victim, he turns up his own unit to signify he really becomes a Werewolf. This attack occurs like any other Werewolf attack against Hero : The attacked Hero must pick a Wolf card to know the attack consequence.

Once transformed, the new Werewolf attacks the same way as the other Werewolves, hand-to-hand, but he continues to move from 1 to 6 squares. He can also continue to use his Power. He keeps his Object cards, in the case he should be cured by the Antidote, but he can’t use them, nor pick new one. A transformed Hero can only come back to his human shape with the Antidote.

A Hero, suspected rightly or wrongly of being contaminated, can be attacked by a non-contaminated Hero. If the attack is successful, the suspected Hero dies. He reveals everyone all his Wolf cards. If one of those is a Black Wolf card, it means as a matter of fact that this Hero was contaminated. If it’s not the case, his death is just regrettable ! Anyway his unit is removed from the game and his cards rejoin the released cards, face down.


7 - HEROES SPECIAL ACTIONS After his movement, a Hero can choose one of the 4 following Special Actions :

- PICK AN OBJECT CARD : If he’s perpendiculary adjacent to an Object square (with a printed star), the Hero can pick one Object card from the card stock corresponding to the place where he is. As far as he doesn't play that card it will remain secret. A Hero can't hold more than 7 Object cards. A Hero can take or give an Object to another perpendiculary adjacent Hero, with his agreement. This action counts like a Special Action.

- PLAY AN OBJECT CARD : The player reveals the card he wants to play. That card is released on the discarded stock and can’t be used any more untill the end of the game. There are several sorts of Object card, see chapter 15. A Hero must play a card to discard it. A Drawing Pin can't be played or discarded. The effect of weapons or Antidote depends on the success of a 2 dices roll, see Weapon Table. The effect of other Objects is always succesful.

- BARE HANDS ATTACK : A Hero can attack with bare hands any unit : Werewolves, Hero suspected to be contaminated or Barricade. The Hero needs to be perpendiculary adjacent to the unit and succeed a score of 1 with a dice. If the attack is successful, the unit is removed from the game.

- USE A POWER : Each Hero has a Power, written on his Character card. To use it, he needs to succeed a roll of 1 or 2 with a dice. The Powers are described chapter 14. Note that once transformed, the Hero can continue to use his Power.



8 - WEAPON ATTACKS, DETAILS : A Hero, during his Special Action, can attack a Werewolf, or another Hero suspected to be contaminated, with a Weapon picked from his Object cards. He can also try to destroy a Barricade with any other weapon than the Revolver.

The Hero chooses, among his Object cards, the Weapon he wants to use. Then the card is released and can’t be used any more untill the end of the game. Then the Hero has to make sure that no obstacle can obstruct the shooting. Walls and units (Heroes, Werewolves and Barricades) are considered like shooting obstacles, see chapter 13. Once sure that the shooting is possible, the Hero has to count the number of squares between him and the attacked unit. To resolve the attack, the player throws 2 dices and consults the Weapons Table, crossing the distance and the Weapon column. If the dice score is equal or higher than the required score, the attack succeeds and the Hero is victorious. The attacked unit is definitely removed from the game. If the score is lower, the attack fails and the attacked unit stays on place.

To attack with a hand-to-hand weapon (Chainsaw and Sabre) the Hero must be on a square perpendiculary adjacent to the attacked unit.


9 - END OF THE GAME If only not transformed Heroes are still involved in the game, they must reveal everyone their own Wolf cards. The game goes on normally if the players realize that they are opponents, the Wolf cards hidden again. The game ends when a side has won against the other one.

The particularity of WOLF is that some players are going to fall from a side to the other one, and therefore try to make triumph the side to which they were opposed before ! Anyway the purpose is to survive untill the end of the game.


10 - 2 TO 5 PLAYERS GAME The game can be played as well with a reduced number of players. The Character cards are used to manage the Object or Wolf cards of an Hero.

2 PLAYERS GAME : 2 Black Wolf cards are definitely removed from the Wolf cards stock. A player plays the Werewolves, the other one plays all the Heroes.

At the begining of the game, each Hero picks a Wolf card, like in a 6 players game, but only the Werewolf player can take a look at these Wolf cards, and at those dealt later. In other words, Heroes completely ignore if they have been contaminated at the begining of the game or during an attack. At any turn begining the Werewolves player can decide to turn over and play a contaminated Hero instead of the Hero player.

3 TO 5 PLAYERS GAME : 1 Black Wolf card is definitely removed from the Wolf cards stock. A player plays the Werewolves. The 5 Heroes are shared out among the other players as equitably as possible : 2+3 (3 players game), 2+2+1 (4 players game), 2+1+1+1 (5 players game).

At the begining of the game, each Hero picks a Wolf card, like in a 6 players game, but only the Werewolf player can take a look at the Wolf cards of a multi-Heroes player, and at those dealt later. In other words, these Heroes completely ignore if they have been contaminated at the begining of the game or during an attack. At any turn begining the Werewolves player can decide to turn over and play this contaminated Hero instead of the Hero player.

When a multi-Heroes player has only one Hero remaining, he plays like in a 6 players game, he’s the only one to know his Wolf cards. He can them find out he has been contaminated ! A single-Hero player plays like in a 6 players game, he’s the only one to know his Wolf cards. 2 TO 5 PLAYERS SPECIAL RULES : Th Werewolves player is not allowed to take a look at the Object cards of a transformed Hero. July is allowed to use her Vision Power on herself in order to take a look at her own Wolf cards. A Hero is allowed to use the Superglasses to take a look at his own Wolf cards. At least, a player who ignore his own contamination can inoculate himself the Antidote.


11 - RULE VARIANTS : Many variants or optional rules of WOLF are possible. The players can :

- Choose not to deal Wolf cards at the begining of the game. - Reduce the number of Grey Wolf or Black Wolf cards in the Wolf cards stock, which increases or reduces the probability to be contaminated. - In a 6 players game, at the begining of the game, allow the Werewolves player to take a look at the Wolf card dealt to each Hero, in order to know his possible accomplice. - Give new Powers to characters. For example Vision to She-Wolves added to their Invisibility Power. - etc...


12 - LITTLE STRATEGY HANDBOOK : Here are simple advices to play WOLF. You'll find out other strategies during your plays.

STRATEGY OF THE HEROES : First of all, be alert, because the task will be tough : the Werewolves are powerful and their transformations are very contagious. So watch out right from the start : one of the Heroes might be already contaminated. Therefore keep an eye on any suspicious behavior. The heroes must of course collect as many objects as possible before the Werewolves find a way into the house. Then it will probably be helpful to leave the house because on the outside they can fully benefit from their ability to freely move around, and they are less vulnerable than being confined inside. Furthermore, useful objects can be found in the outside hiding places. It is advisable to attack a lonely wolf, that's a time he is more vulnerable, and if possible attack by team, because it increases the chances to succeed. However, when you suspect that one of your teammate Heroes has been contaminated, be wary that he may only pretend to come and help you out. When you are being attacked, keep the ambiguity : on the one side, make the werewolves believe that you have been contaminated in order to stop the attack, and on the other side persuade your Hero friends that this is not the case. Finally think to make use of your Power : Do not take the risk to build all your strategies on that power, yet it can sometimes provide you with satisfying services.

STRATEGY OF THE WEREWOLVES : To begin, take notice that the Wolf has the profile of the Game Master. Not only his goal is to do everything in his power to make the Werewolves triumph, but also to have the Heroes undergo the most difficult game part. More than anything is to let them experience the big chill. In the beginning of the game, break all possible Barricades in order to refrain the Heroes from collecting too many objects. Once a Barricade is broken, the nearest Werewolves must benefit from it, because too many open gateways are as many ways out for the Heroes. However, the Werewolves are much better off attacking inside the house, which is an area where they can easily capture their prey. Keep as much as possible the group of Werewolves together. Indeed, a lonely Werewolf faced with an armed Hero or a group of heroes is vulnerable. In groups the Werewolves can even sacrifice one of their own, in order to attack during their own turn. The best is to attack a lonely unarmed Hero. If you attack several times the same Hero to ensure his contamination, keep in mind that the stack of Wolf cards is limited : During a game with 6 players, the Heroes can only receive 5 Wolf cards (on average), and the chance to contaminate is 1 to 3.


STRATEGY OF A CONTAMINATED HERO : For a contaminated Hero it may not be beneficial to immediately attack another hero closed to him. Indeed, if he fails and his victim is well armed, or in company of other armed Heroes, he is likely to go from life to death. He could therefore continue to pretend to his friends that he is still human, while taking care to block as less as possible the Werewolves strategy. Occasionally, it is even possible to attack another Werewolf not to awake any suspicion (preferably bare handed, so that the chances to succeed are minimal). If the other players find him not very aggressive, he can pretend to have only Tacks cards or Barricades. A good way to obstruct the Heroes is to collect as many objects as possible in order to deprive them. Attack if possible an isolated Hero and try to make sure he is unarmed. The most exciting moment is to reveal as late as possible one’s Lycanthropy to trusting friends. Be careful however, do not wait too long : Remember that if only non-transformed Heroes are remaining, each Hero must reveal his Wolf cards.


14 - POWERS The 5 Heroes and 4 of the 8 Werewolves have paranormal Powers they can use during their Special Action. A Power succeeds on a score of 1 or 2 with 1 dice. Only the Speed Power is a permanent Power, it is used by Miss Q during her movement and it is not considered as a Special Action.

Heroes have the following Powers : JACK VENTURA : Force MISS Q : Speed DOCTEUR ZORD : Teleportation NORBERT : Invisibility JULY : Vision

4 Werewolves have the following Powers : BOSS (1) : Force and Teleportation SHE-WOLVES (3) : Invisibility

Here's a descritption of these Powers :

SPEED : The character can always use a +1 bonus during his movement. Of course, he can decide not to use it.

FORCE : If his dice roll is successful, the character can destroy a Barricade (see chapter 5 or 7) or build one (see chapter 14). The Hero doesn't need a Barricade card to build one.

TELEPORTATION : If his dice roll is successful, the character has to roll one more dice to know the maximum distance he can move again, even through obstacles. No action is possible after a Teleportation.

INVISIBILITY : If his dice roll is successful, Norbert put an Invisibility unit on his own unit. If her dice roll is successful, the She-Wolve turns her unit upside down. The invisible character can't be attacked untill his next turn. Only the Flytox can affect him (see chapter 15). His unit doesn't represent a movement obstacle or a fire obstacle any more. But no one can stop on the same square or build a Barricade on it. During his next turn, other characters won't represent movement obstacles for the invisible character. Then he becomes visible again.

VISION : This Power allows the character, and only him, to see with an high accuracy within a radius of 5 squares, even through obstacles. If his dice roll is successful, he can take a look at an Hero's cards (Wolf cards and Object cards), even if this Hero is invisible, or take a look at the Object cards of a square (but these cards must remain in the same order).



15 - OBJECT CARDS

WEAPONS : The cards stock counts 7 differents weapons, and 15 Silver Bullets : From the begining of the game, each Hero has a gun which allows him to use any Silver Bullets he has picked. These cards are used to attack Werewolves, Heroes suspected to be contaminated, or (except Revolver) to destroy Barricades.

ANTIDOTE : The Antidote has been formulated by doctor Zord. - It can be used against a Hero suspected to be contaminated. If the dice roll is successful (see Weapons Table), this Hero must reveal his Wolf cards : it cancels the effect of any Black Wolf card that this Hero should hold. If that Hero is not contaminated, the Antidote has no effect. It doesn’t protect from any future contamination. - It can be used against a Hero already transformed into a Werewolf. If the dice roll is successful, the mutation is reversed : the unit is immediately turned up to come back to its human face, and the character returns to the Heroes side. In the case of a Hero who has been played by a multi-Heroes player who is still playing (2 to 5 players game), this saved Hero is played by the one who inoculated him the Antidote, or by an offside player, - It can be used against a Werewolf. If the dice roll is successful, the unit is removed from the game. - A contaminated Hero can’t inoculate himself the Antidote.

FLYTOX : This insecticidal is very toxic ! All the units (Werewolves or Heroes, even invisible) placed within a radius of 2 squares won’t be able to play during their own turn. The Intoxication units are placed upon them. They are not considered as movement or fire obstacles. They can still be attacked, except if they are invisible. The Flytox can’t go through walls or Barricades but it can spread by openings.

INVISIBILITY WATCH : This Watch, created by doctor Zord, allows the character to become invisible. The player put an Invisibility unit upon his own unit. The invisible character can't be attacked untill his next turn. Only the Flytox can affect him. His unit doesn't represent a movement or a fire obstacle any more. But no one can stop on his square or build a Barricade on it. During his next turn, other characters won't represent movement obstacles for this invisible character. Then he becomes visible.

TELEPORTATION BOX : This box, created by doctor Zord, allows a Hero to instantaneously teleport to a distance up to the roll of a dice, even through obstacles ! After this second move, no more action is possible.

SUPERGLASSES : These glasses, created by doctor Zord, allows the Hero, and only him, to see with an exceptional acuteness within a radius of 5 squares, even through obstacles. He can take a look at an Hero's cards (Wolf cards and Object cards), even if this Hero is invisible, or take a look at the Object cards of a square (but these cards must remain in the same order).

ROLLERS : It allows the player to move once more, up to the score of a dice. After this second movement, no more action is possible.

BARRICADES : These cards are used to place a Barricade unit on any exit threshold, between two rooms (or corridors), or between inside and outside. The Hero has to be perpendiculary adjacent to the square where he wants to place the Barricade. He can be inside or outside the house (or shack), but the Barricade unit must necessarily be placed inside. There are 5 Barricade cards.

DRAWING PINS : These cards are useless. They can’t be discarded. There are 7 Drawing Pin cards.