The Dance in the Deeps
A Clockwork Armada
Quote of the Week
"You're in America now," I said. "Our idea of diplomacy is showing up with a gun in one hand and a sandwich in the other and asking which you'd prefer."
--Harry Dresden [Turn Coat, by Jim Butcher]
Joke of the Week
There are only 10 kinds of people in the world: Those who know binary, and those who don't.
One person is the game's Narrator - they moderate the game, rather than
Everyone else is dealt a card that gives them their secret role as a player.
governs the game. This is a game best played by 12 or more people. For additional
players, add more Peasants. For fewer player, double up on, or eliminate roles.
- Lord (Vampire)
- Alpha (Werewolf)
- Little Girl
- Seer (An innocent who can detect Monsters) Explained in "Night" section.
- The Man
- The Wife
- The Lord gets to select one indavidual
to recruite. He may pick this recruit from any of the innocents, but cannot
pick a Werewolf. (If he picks someone unselectable, the Narator will shake his
head and the Lord will pick again.) He can do this on any night phase, but
only once. The recruit becomes a Vampire.
- Any Werewolf can fight his way out of a deadly situation (night attack or lynching).
However, the entire Werewolf pack only gets to do this one.
- The Alpha gets a fight-your-way-out-of-it that is not included in the general
- The Healer selects two random people to heal each night. If she picks someone who was
attacked, they live. Once a Monster Group is killed off, she gets one heal each night.
Also can kill one person on a night of her choice.
- The Hunter. When the Hunter is killed, he gets to take someone, anyone of his
choice, with him into death.
- The Little Girl: The Little Girl is allowed to secretly peek and watch as the
Monsters choose their victim; if discovered doing so by the Monsters, she dies
- The Seer gets a turn each night to point at a person and find out if they are a
Monster, and if so, what kind.
- Peasants are additional innocents with no special roles.
- The Cupid: Durring the first night, the Cupid picks two people to fall in love.
They become married and fall deeply in love with one another.
- The Man & The Wife (2 players. See the Cupid above.) When selected, they are
by the narrator. They look up and find out who the other is. When one of them is
killed, the other will die of a broken heart. They win if they are the last two
standing, regardless of alignment.
- The Narrator tells everyone to close their eyes ("It is now nighttime and everyone
is asleep..."). The night phase can optionally be accompanied by all
players tapping gently to mask any giveaway sounds of player movement.
- On the first night the Cupid is woken to select the Man and Wife.
- Each night, the Narrator tells each Monster Group to open their eyes, one group
at a time, and acknowledge their
fellow members. They kill off one of the other players by silently gesturing to
indicate their target and to show unanimity. Then the Narrator instructs the
Monster Group to "sleep" (close their eyes again).
- Now the Seer will open his eyes and point at a suspect; if that player
is in a Monster Group, the narrator will make a sige to indicate which group (A
pair of spread fingers making a "V" for a Vampire, fingers forming a "W" for
Werewolf). Then the Narrator instructs the Seer to "sleep".
- The Healer is now told to open her eyes; she has two types of potions: one that
heals (she can use one each round) and one that kills a player. (She gets exactly
one of these.) Each round she points at someone to heal, without knowing if they
have been attacked, then goes back to sleep. She is barred from protecting the
same target on successive nights. She may use the killing potion on a night of her
- The Narrator tells everyone to wake up. Unless the Healer and a Monster group
the same target a murder is announced, sometimes with a little narrative detail.
For example, "The village chief said, 'Bob was shot seven times, stabbed three
times, and drowned in the river. This is the worst case of suicide I've ever
seen.'" This player is "dead" and may no longer participate in the game in any way.
- During the daytime phase, the players deliberate over which suspected Monster
they wish to nominate for execution. Once nominations are made, the narrator
administrates an election between the nominees, in which all players vote - whoever
receives the most votes is lynched; Before they are, the condemed has a chance to
make final speech. If they can convince anyone to recind their vote, good for them,
the vote shifts. If there are still enough
votes for the condemed to be exicuted, they are "dead" and flip their card face up
(revealing their true alignment).
- Because players have less information and more freedom to deliberate, during the
day, the day phase tends to be longer than the night phase. The day phase either
has a set time limit, or continues until a lynch has been performed.
The last Group standing wins. These are the possible winning combinations:
- All Inocents
- Man & Wife: with or without the Cupid. The Man and Wife can be from any Group.