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Welcome to the Variant Rules of Lupus in Tabula
Hey there! If you’re a fan of werewolves and love playing Lupus in Tabula, I’ve got some variant rules for you to spice up your gameplay. These rules are super cool and will make your gaming experience even more exciting. So, fasten your seatbelts and get ready for some high-octane werewolf action!
The Alpha
When I’m playing Lupus in Tabula, I like to add an Alpha to the mix. The Alpha is the leader of the werewolf pack and has some special powers. They can choose a player to protect each night, giving them an extra layer of defense. The Alpha can also select a player to attack and eliminate. The catch is, if the Alpha dies, the game ends! So, it’s all about protecting your Alpha or trying to take them down.
The Seer
Now, let’s talk about the Seer. The Seer is a powerful character who can peek into the cards of other players. They can select a player each night and learn their true identity. This adds a whole new level of strategy to the game. The Seer can pass on this information to other players or keep it to themselves, depending on their own agenda.
The Mayor
Next up is the Mayor. The Mayor has a unique ability to double their vote during the day. This means their vote counts as two, giving them a lot of influence over the game. Be careful though, because the Mayor is also a prime target for the werewolves.
The Spellcaster
Lastly, let’s talk about the Spellcaster. The Spellcaster has the power to cast spells on other players. These spells can protect players from being attacked or reveal hidden identities. The Spellcaster can be a game-changer, turning the tide in favor of the villagers or the werewolves.
Conclusion
So there you have it, the variant rules of Lupus in Tabula. By adding these special characters to the game, you’ll experience a whole new level of excitement and unpredictability. Whether you choose to be the Alpha, the Seer, the Mayor, or the Spellcaster, these roles will bring a fresh twist to your gameplay. Have fun, and may the best player win!
The game goes on as usual, but with some changes. Now, one player also gets the Wise Old Man card along with their character. All the players keep their character cards face down near the center of the table, so they’re easy to reach. During the night, the Wise Old Man, with their eyes closed, announces the Seer and Werewolves phases. They count slowly for 10 seconds during each phase (like “Seer, open your eyes… 10… 2… 1… Seer, close your eyes”). Here’s what happens during each phase: The Seer gets to peek at any character card and puts it back. The Werewolves choose one character and turn their card 90 degrees to show that they’ve been killed.
At the end of the day, the Wise Old Man passes to the next player on their left.
The Phantom Menace
In this game variation, you can use a specific sword symbol and shield symbol. These symbols are shown on two of the Ghost cards. It’s a fun way to add some extra excitement to the game and make it even more interesting!
When we play the game, the person in charge gives the player who gets out first the Ghost card with the sword. The player who gets out second gets the Ghost card with the shield. If two people get out at the same time, we pick randomly. This happens after the game has started, not on the first night.
During the game, there is a special phase called the Ghosts Phase. This happens every night, except for the first night. During this phase, all the players who are out (the Ghosts) open their eyes.
Now, the two players with the sword and shield have an important decision to make. They have to choose one living player each and secretly give them their card. They can talk to the other Ghosts to help them decide, but they have to be quiet and not let the alive players hear.
When we vote to decide who the suspects are for the upcoming day, something interesting happens if a player with a face-down card gets a vote from another player who is still alive. That’s when the Ghost card comes into play. It’s like a secret weapon that can change the outcome of the vote.
The Ghost card has two symbols: a sword and a shield. The sword symbol is like an extra vote. So, if a player with a face-down card gets a vote, the sword adds one more vote to that. It’s like a bonus that can really make a difference.
But the shield symbol does the opposite. It takes away a vote. So, if a player with a face-down card gets a vote, the shield cancels it out. It’s like a shield that protects the player from being suspected or lynched.
Both the sword and the shield symbols also affect ties. When there’s a tie in the vote, the sword card tips the scales in favor of suspecting or lynching the tied player. On the other hand, the shield card saves them from being suspected or lynched.
At the end of the day, both cards go back to their original owners. They are like special powers that are only activated during the voting process, and then they go back to being hidden.