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Civilian:
Has the right to vote on a player in daytime.
Wins by helping the Werewolf Hunter find out who the Werewolf is. |
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Werewolf Hunter:
Tracking werewolves for half of his life.
His job is to lead Civilian expose the real Werewolf.
When more than half of the Werewolf Hunters suspect a player at night,then they can check a player's identity. |
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Werewolf:
Mysterious predator.Forming the human beings in the daylight,transforming Werewolves and hunting people at night.
When more than half of the werewolves choose a player at night,they can hunt. |
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Doctor:
Heals the wounded and rescues the dying who belongs to the Werewolf Hunter and Civilian Camp. Doctor can give an injection to save the Werewolf Hunter and Civilian. When your character is Doctor, you can give an injection to 1 player at night. The player who is injected will be saved if he or she was killed by the Werewolf in the same turn. If the player wasn't killed by the Werewolf in the same turn, the injection is invalid. The player will be injected to death if there are 2 invalid injection. Doctor and the Werewolf Hunterare not in the same channel. |
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Sniper:
The Sniper is powerful. He or she belongs to the Werewolf Camp. The player is certain to die if he is shot the head by the Sniper. When you characters is sniper, you can assassinate 1 player at night. The player who is sniped will not saved by the Doctor in the same turn. The Sniper has to choose the target carefully because of the powerful stress and the limited number of bullets. You will be mocked by others if you sniped the Werewolf. The Sniper and the Werewolf are not in the same channel. |
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Special Agent:
Battle-scarred and vigorous. Special Agent belongs to Werewolf Hunter and Civilian Camp. Special Agent can choose 1 player to protect at night, The player who is protected by the Special Agent id very safe. When the protected player suffers from the skills of Werewolf, Sniper, Cowboy or Doctor, he will not be influenced. There is no limit to the number of protections. However, the protected player will die when the Special Agent dies. Special Agent and Werewolf Hunter are not in the same channel. |
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Terrorist:
The secretive Terrorist is extremely ferocious. The Terrorist belongs to Werewolf Camp. Terrorist will be revealed as Civilian when he is identified by the Werewolf Hunter. At night, Terrorist can choose 1 player to die with himself. Terrorist is so powerful that those without any protection will be certain to die before they say the last words. But if the chosen target is Werewolf or Sniper, the Terrorist will die while other target will not die. Terrorist and Werewolf are not in the same channels. |
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Cowboy:
The very quick Cowboy belongs to Werewolf Hunter Camp. At night, Cowboy can shoot the enemy. Cowboy believes in luck, there are only three bullets in the revolver. It depends on fate whether it hits the target or not. There is one special bullet, when it is chosen, Cowboy will get one more chance to shoot at the same night. But when the special bullet is chosen three times at one night, Cowboy will shoot himself. Cowboy and Werewolf Hunter are not in the same channel. |
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Kidnapper:
Kidnapper belongs to Werewolf Camp. Kidnapper can choose 1 player to kidnap at night. The player who is kidnapped can't do anything, e.g. the kidnapped Doctor can not give injection to others. Anyone in the room knows the happening of kidnapping. Kidnapper can't kidnap the same player at two consecutive nights. If Werewolf Hunter has checked out the identity of Kidnapper, Kidnapper will kill the hostage, which can be done only once. Kidnapper and Werewolf belong to different channels. |
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Zombie:
Zombie belongs to the third camp. At the beginning, there is one zombie. Zombie will bites others at night, the bitten player will become Zombie next night. Zombie won't know other Zombies in the same camp. If Zombie bites Zombie, the biter will die. If bitten by two Zombies simultaneously, the bitten player will become Zombie instantly. If bitten by at least three Zombies, the bitten player will die absolutely. The bitten player will not be saved by Doctor. |
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Roit Police:
Roit Police belongs to Werewolf Huter and Civilian Canmp. At night, Roit Police can throw smoke bomb to target.
The taget will be isolated and can't do or accept anything. The target will die after inhaling two smoke bombs. |
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Pyromania:
Pyromania belongs to Werewolf Camp. At night, Pyromania will take unlimited gas bottles and limited ignites to burn the world. Pyromania can only choose an action at one time, to throw gas bottles or to ingnite. As a faithful member, Pyromania's slogan is "Inquisition!". |
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Dreadwind:
He belongs to Werewolf Hunter and Civilian Camp. He can choose a target every night to absorb all of the taget's attack from others and convert the attack to be his own energy. Then he can release the energy to kill one player next night. When Dreadwind has absorbed attack before, he must release the energy first and then he can absorb the attack again. Although the power seems to be strong, Dreadwind can not absorb his own attack from others. |
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Vine Monster:
He belongs to Werewolf Camp. He acts at night. He choose a target to implant seeds. When the target is voted or attacked by Werewolf Hunter Camp, the seeds would take effect to twining the target and the player who vote and attack to death. In addition, when the Vine Monster is in danger, he can control the target to help him from critical attack. |
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Notty Boy:
He belongs to Civilian Camp. He can't take the special action. He will act shamelessly to escape the public's sanctions when he is co-determined. When his identity revealed, the public won't let him vote anymore. Also, there is no chance of escaping when he is codetermined again. |
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Incubus:
The Incubus belongs to the Werewolf Camp. He acts at night. He chooses a target to attack every night. If the target is the Civilian or the Notty Boy, the target will die instantly. If the target belongs to other characters (eg., Werewolf Hunter, Werewolf, Exorcist etc), the Incubus will know the identity of the characters of the target through the attack. |
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Exorcist:
The Exorcist belongs to Werewolf Hunter and Civilian Camp. He acts at night. The target that he chooses to attack will die instantly. If the target belongs to Werewolf Camp, the Exorcist can keep attacking other targets constantly until running out of his bullets or attacking members of non-Werewolf Camp.
If the target doesn��t belong to Werewolf Camp, the target will also die instantly but the attack will be suspended this time.
The Exorcist has three bullets at first and he can keep attacking at most three times. The number of attacks will be reduced by one whenever he attacks members of non-Werewolf Camp. He can check his bullets when he acts at night. If the number of bullets is zero, the attack will be stopped. |
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Wight:
The Wight belongs to Werewolf Camp. He acts at night. He can carry out attacks by absorbing the souls of the dead. The Wight owns zero soul at first. Whenever characters die in the game, he will go to and absorb the souls of them (not including the souls of characters killed by the Wight himself). The Wight can absorb at most four souls. When the number of absorbed souls reaches two or more (at most four souls), the Wight can choose a target to attack at night. Every time the Wight carries out an attack, the number of souls will be reset. If the Wight uses two souls to attack the target, the target will be killed after the night ending. However, if other characters (eg., Ghost Sweeper, Agent, Dreadwind etc) come to rescue before the night ending, the attack will be invalid. If the Wight uses three souls to attack the target, the target will die immediately and can��t be rescued. And if the Wight uses four souls to attack the target, the target still can��t be rescued and will die immediately without leaving the last words. |
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Ghost Sweeper:
The Ghost Sweeper belongs to Werewolf Hunter and Civilian Camp. He acts at night. He can choose a target and protect him from being attacked by Werewolf, Incubus, or Wight (when using two souls to attack). If the Ghost Sweeper chooses the Wight as his target, all the number of souls absorbed by the Wight will be reset. |
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Number of Players
There are at least 6 and no more than 18 players in the room
Character of Players
Werewolf Hunter, Werewolf, Civilian |
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Number of Players
There are at least 6 and no more than 18 players in the room
Character of Players
Werewolf Hunter, Werewolf, Civilian, Doctor, Sniper |
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Number of Players
There are at least 6 and no more than 18 players in the room
Character of Players
Werewolf Hunter, Werewolf, Civilian, Doctor, Sniper, Special Agent, Terrorist |
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Number of Players
There are at least 6 and no more than 18 players in the room
Character of Players
Werewolf Hunter, Werewolf, Civilian, Doctor, Sniper, Cowboy, Kidnapper |
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Number of Players
There are at least 10 and no more than 18 players in the room
Character of Players
Werewolf Hunter, Werewolf, Civilian, Doctor, Sniper, Special Agent, Terrorist, Cowboy, Kidnapper, Zombie |
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Number of Players
There are at least 8 and no more than 18 players in the room
Character of Players
Werewolf Hunter, Werewolf, Civilian, Special Agent, Terrorist, Roit Police, Pyromania |
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Number of Players
There are at least 8 and no more than 18 players in the room
Character of Players
Werewolf Hunter, Werewolf, Civilian, Doctor, Sniper, Vine Monster, Dreadwind, Notty Boy |
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Number of Players
There are at least 16 and no more than 18 players in the room
Character of Players
Werewolf Hunter, Werewolf, Civilian, Incubus, Exorcist, Wight, Ghost Sweeper |
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1. When all Werewolves die, Werewolf Hunter Camp wins.
2. When all Werewolf Hunters die, Werewolf Camp wins.
3. When all Civilians die, Werewolf Camp win.
4. When half of survivors are Werewolves, Werewolf Camp wins.
5. When there��s only 1 player left from each team in the daytime, Werewolf Camp automatically wins.
6. When all Werewolf Hunters die but Doctor survives,Werewolf Camp wins.
7. When all Werewolves die but Sniper survives, Werewolf Hunter Camp wins.
8. If there is not a winner till 15th day, then there will be no winner. Everyone will get punishment.
9. When there are at least half of survivors are Zombies, Zombie Camp wins.
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If a plyer is disconnected, he or she is still in the game, and won��t
be noticed by other players. The player will be back in the game if reconnected before the game ends, otherwise will count as rage quit. |
If one player is dead, he or she should stay in until the end and get corresponding scores. When the player wants to quit and join other games, the player will lose X2 scores if quited. Alive players can��t force quit. Any attempt of logging off and on will be regarded as offline. |
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Co-determine 1 member of Werewolf Camp in the referendum 10%
Co-determine 2 members of Werewolf Camp in the referendum 15%
Co-determine 3 members of Werewolf Camp in the referendum 25%
Co-determine at least 4 members of Werewolf Camp in the referendum 35%
Co-determine 1 Werewolf in the referendum 10%
Co-determine 2 Werewolves in the referendum 40%
Co-determine 3 Werewolves in the referendum 60%
Co-determine 4 Werewolves in the referendum 80%
Co-determine 1 Zombie in the referendum 5%
Co-determine at least 2 Zombies in the referendum 10%
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Find out 1 member of Werewolf Camp (except Terrorist) 10%
Find out 2 members of Werewolf Camp (except Terrorist) 20%
Find out 3 members of Werewolf Camp (except Terrorist) 30%
Find out 4 members of Werewolf Camp (except Terrorist) 45%
Find out at least 5 members of Werewolf Camp (except Terrorist) 60%
Find out and co-determine 1 member of Werewolf Camp (except Terrorist) 20%
Find out and co-determine 2 members of Werewolf Camp (except Terrorist) 35%
Find out and co-determine 3 members of Werewolf Camp (except Terrorist) 45%
Find out 1 Civilian or Werewolf Hunter and without being co-determined 15%
Find out 2 Civilians or Werewolf Hunters and without being co-determined 25%
Find out 3 Civilians or Werewolf Hunters and without being co-determined 45%
Find out at least 4 Civilians or Werewolf Hunters and without being co-determined 65%
Find out 1 Zombie 5%
Find out at least 2 Zombies 10%
Co-determine 1 Werewolf Hunter who has become Zombie 10% |
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Kill 1 member of Civilian or Werewolf Hunter Camp 20%
Kill 2 members of Civilian or Werewolf Hunter Camp 25%
Kill 3 members of Civilian or Werewolf Hunter Camp 35%
Kill at least 4 members of Civilian or Werewolf Hunter Camp 45%
Kill 1 Werewolf Hunter 10%
Kill 1 Doctor 5%
Kill 1 Special Agent 5%
Kill Special Agent and involve 1 Civilian 10%
Kill Special Agent and involve 1 Werewolf Hunter 20%
Kill Special Agent and involve 1 Doctor 15%
2 Werewolves survive 40%
3 Werewolves survive 50%
At least 4 werewolves survive 60%
Kill 1 Cowboy 5%
Kill 1 Zombie 5%
Kill at least 2 Zombies 10% |
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Successfully protect Civilian or Werewolf Hunter Camp once 25%
Successfully protect Civilian or Werewolf Hunter Camp twice 40%
Successfully protect Civilian or Werewolf Hunter Camp 3 times 60%
Successfully protect Civilian or Werewolf Hunter Camp at least 4 times 90%
Successfully protect Werewolf Hunter once 20%
Successfully protect Doctor once 20%
Be killed and involve 1 Werewolf 20%
Be killed and involve 1 Sniper 20%
Be killed and involve 1 Terrorist 20%
Be killed and involve 1 Zombie 20% |
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Try to save Civilian or Werewolf Hunter Camp once 10%
Try to save Civilian or Werewolf Hunter Camp twice 20%
Try to save Civilian or Werewolf Hunter Camp at least 3 times 35%
Successfully save Civilian once 25%
Successfully save Werewolf Hunter once 40%
Successfully save Civilian once 25%
Successfully save Doctor once 30%
Successfully save Special Agent once 30%
Needle 1 Werewolf to death 30%
Needle 1 Sniper to death 30%
Needle 1 Terrorist to death 30%
Successfully save Civilian or Werewolf Hunter Camp for successive two times 25%
Successfully save Cowboy once 30%
Needle 1 Kidnapper to death 30%
Needle 1 Zombie to death 20%
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Shoot 1 Werewolf Camp 20%
Shoot 2 members of Werewolf Camp 30%
Shoot at least 3 members of Werewolf Camp 20%
Shoot 1 Werewolf 15%
Shoot 1 Sniper 10%
Shoot 1 Kidnapper 10%
Shoot 1 Zombie 15%
Shoot at least 2 Zombies 25%
Shoot at least 1 member of Werewolf Camp at the same night 20%
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Shoot 1 member of Civilian or Werewolf Hunter Camp 20%
Shoot 2 members of Civilian or Werewolf Hunter Camp 30%
Shoot 3 members of Civilian or Werewolf Hunter Camp 50%
Shoot 1 Werewolf Hunter 15%
Shoot 1 Doctor 10%
Shoot member of Civilian or Werewolf Hunter Camp for successive two times 20%
Shoot Special Agent and involve 1 Civilian 20%
Shoot Special Agent and involve 1 Werewolf Hunter 15%
Shoot Special Agent and involve 1 Doctor 20%
Shoot 1 Civilian or Werewolf Hunter Camp that Doctor has tried to save 10% |
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Bomb 1 Civilian 20%
Bomb 1 Werewolf Hunter 30%
Bomb 1 Doctor 25%
Bomb 1 Special Agent 25%
Be needled by and die with Doctor 25%
Bomb Special Agent and involve 1 Civilian 50%
Bomb Special Agent and involve 1 Werewolf Hunter 80%
Bomb Special Agent and involve 1 Doctor 60%
Bomb Civilian or Werewolf Hunter Camp that Doctor has tried to save 20%
Bomb 1 Civilian protected by Special Agent 25%
Bomb 1 Werewolf Hunter protected by Special Agent 50%
Bomb 1 Doctor protected by Special Agent 35%
Bomb 1 Zombie 20% |
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Successfully make 1 player become Zombie 20%
Successfully make 1 Sniper become Zombie 10%
Successfully make 1 Cowboy become Zombie 10%
Successfully make 1 Kidnapper become Zombie 10%
Bite 1 player to death 15%
Bite 1 Sniper to death 10%
Bite 1 Cowboy to death 10%
Bite 1 Kidnapper to death 15% |
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Burn 1 member of Civilian or Werewolf Hunter Camp to death 10%
Burn 2 members of Civilian or Werewolf Hunter Camp to death 20%
Burn 3 members of Civilian or Werewolf Hunter Camp to death 30%
Burn at least 4 members of Civilian or Werewolf Hunter Camp to death 40%
Burn 1 Werewolf Hunter to death 20%
Burn 1 Riot Police to death 15%
Burn 1 Special Agent to death 15%
Burn 2 member of Civilian or Werewolf Hunter Camp to death simultaneously 20%
Burn 3 members of Civilian or Werewolf Hunter Camp to death simultaneously 35%
Burn 4 members of Civilian or Werewolf Hunter Camp to death simultaneously 50% |
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Successfully prevent Werewolf Camp to act once 10%
Successfully prevent Werewolf Camp to act twice 20%
Successfully prevent Werewolf Camp to act 3 times 35%
Successfully prevent Terrorist to act once 35%
Successfully prevent Pyromania to act once 30%
Stifle 1 Werewolf 30%
Stifle 1 Terrorist 30%
Stifle 1 Pyromania 30%
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Absorb attack once 5%
Absorb attack twice 15%
Absorb attack 3 times 30%
Kill 1 member of Werewolf Camp 20%
Kill 2 members of Werewolf Camp 30%
Kill 1 Werewolf 20%
Kill 1 Sniper 15%
Kill 1 Vine Monster 15% |
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Kill 1 member of Civilian or Werewolf Hunter Camp 30%
Kill 2 members of Civilian or Werewolf Hunter Camp 55%
Kill 1 Werewolf Hunter 25%
Kill 1 Doctor 20%
Kill 1 Dreadwind 20% |
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Co-determine 1 member of Werewolf Camp 10%
Co-determine 2 members of Werewolf Camp 15%
Co-determine 3 members of Werewolf Camp 25%
Co-determine 4 members of Werewolf Camp 35%
Co-determine 1 Werewolf 10%
Co-determine 2 Werewolves 20%
Co-determine 3 Werewolves 40%
Co-determine 4 Werewolves 60%
Win without exposes the identity 60% |
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Find out and co-determine 1 number of Werewolf Hunter Camp 20%
Find out and co-determine 2 numbers of Werewolf Hunter Camp 30%
Find out and co-determine more than 3 numbers of Werewolf Hunter Camp 50%
Kill 1 Civilian 5%
Kill 2 Civilians 10%
Kill at least 3 Civilians 20%
Find out 1 number of Werewolf Camp without being co-determined 15%
Find out 2 numbers of Werewolf Camp without being co-determined 25%
Find out 3 numbers of Werewolf Camp without being co-determined 45% |
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Kill 1 number of Werewolf Hunter and Civilian Camp 20%
Kill 2 numbers of Werewolf Hunter and Civilian Camp 30%
Kill at least 3 numbers of Werewolf Hunter and Civilian Camp 50%
Kill 1 Werewolf Hunter by using four souls 15%
Kill 1 Exorcist 10%
Kill 1 Ghost Sweeper 10% |
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Kill 1 number of Werewolf Camp 20%
Kill 2 numbers of Werewolf Camp 30%
Kill at least 3 numbers of Werewolf Camp 50%
Kill 3 members constantly (Triple Kill: the first 2 numbers belong to Werewolf Camp) 60%
Kill 1 Incubus 10%
Kill 1 Wight 10% |
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Sweep away the souls of 1 Wight 20%
Protect 1 number of Werewolf Hunter and Civilian Camp 20%
Protect 2 numbers of Werewolf Hunter and Civilian Camp 40%
Protect 3 numbers of Werewolf Hunter and Civilian Camp 60%
Protect at least 4 numbers of Werewolf Hunter and Civilian Camp 90% |
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