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Topicanother year of tabletop rankings and writeups
SeabassDebeste
12/30/19 12:16:18 PM
#51:


125. One Night Ultimate Werewolf (2014)

Category: Team vs Team
Genres: Party game, hidden roles
Rules complexity (0 to 7): 2
Game length: 10 minutes
Experience: 15+ plays with 5-10 players (2015-2018)
Previous ranks: 55 (2016), 74/80 (2018)

Summary - One or two werewolves are mixed in with other hidden roles. Theres an app-driven night phase were various roles wake up and perform night actions, followed by a day phase on a time limit, at teh end of which everyone points to a player to kill. If a werewolf has a plurality, the non-werewolf team wins; otherwise, the werewolves win. The twist? Certain roles can change the allegiance of their own or other players, so you dont know which team youre on.

Design - Theres a lot thats clever and unique about ONUW. The micro-game-time, the funny roles, the confusion, and of course the fact that you can be high-fiving at the end of the game and then flip over your card and realize youre on the same team as the wolf you just lynched.

Experience - And yeah, I have laughed at ONUW. Ive played it plenty of times, after all. The issue is more that the average play experience involves a type of bluffing and play that eludes me. To me, things generally come down to the power roles want to talk this time and Im gonna sit until info comes out to implicate/exonerate someone. Theres a decision space to be had in ONUW but its beyond my grasp. A lot of these games tend to end with everyone else laughing, or a trivial case where no one really interfered with a Seer who immediately identified a werewolf, or me being the Insomniac and looking down at a werewolf card and immediately being outed by the Troublemaker or whatever.

I love social deduction and hidden roles, but the principle behind them is the arc that builds over time as you figure out whos on your team, persuade others based on evidence, and actually try to win for your team. ONUW messes with all those assumptions, and thats probably what makes it brilliant for the people who understand and love this game. As for me, it just makes me shake my fist or shrug.

Future - The right meta probably makes this game good, but its really not my thing. Ive sat out games and left meetups early to avoid this game, or mostly just stomached it for short goes. My main groups have mostly let this fall by the wayside, however.

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yet all sailors of all sorts are more or less capricious and unreliable - they live in the varying outer weather, and they inhale its fickleness
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