Let's take the 10-person knight White Wolf King as an example (no police on the content, pure hand fighting, don't want to write too much at once, will be tired ~) Try the water, I werewolf kill fanatic, welcome to discuss
1. Touch the civilian card (the most common, up to 1/3 probability).
Play:
A (optimal), wearing the prophet's vest was taken away by the White Wolf King's self-explosion, and the helmet must be taken off to kill the fried wolf.
b (excellent), pretending to be a strong god to help a strong god block the knife at night (because the ten-person game generally slaughters the side game), which requires certain speaking skills, and it will be natural to play more.
Getting civilians is nothing more than two ways to play (only talk about the general gameplay of two kinds of ha, don't bar, the subdivision can't be finished):
feel that their own speech can actively help clergy players to correct their vision and block the knife;
If you feel that you can't speak, don't show your identity to open up the werewolf.
Finally, don't feel that getting civilians is not interesting and go offline, this is a taboo, it will be reported, civilians are actually very useful.
2. Touch the little wolf card (2/9 probability).
Four ways to play Little Wolf:
A (Welding Jumping Wolf), this wolf is the most ferocious, and most of them appear as bait to probe the location of the true prophet. When the witch has no antidote or the knight's skill is not available, she bravely jumps out and the reward is super high. Speak smoothly and toughly, and let the good guys obediently go to their own bureaus.
B (Charging Wolf), this wolf is the most enthusiastic, following the jumping wolf to rush down the true prophet, and at critical moments can actively expose wolf nature, rush tickets, etc. to protect teammates, and even sacrifice himself. The most loyal followers of the Wolf Project.
C (Barb Wolf), this wolf is the most insidious, and does everything possible (tricking himself into silver water or stepping on wolf teammates) to gain the trust of good people and then do banditry.
D (Deep Water Wolf), this wolf is the most composed, never on the cusp, the reversal of the card, the final round comes into play, dressing up the identity to give the good guy camp the final blow.
Of course, the four gameplay methods of Little Wolf are not fixed from beginning to end, and if you move the wind, change the gameplay appropriately to better win.
------------------- ID plate dividing line------------------------
1. Touch the prophet
Ability: Good Guy Leader, with powerful divine powers (if alive, one player can be identified as a Good Guy/Werewolf every night).
How to play: the first night (the werewolf killing process is the first night - the first day - the second night), the regular flow is set up and down, and the first day of killing can be reported and arranged to summarize the work and return the ticket to the correct logic; Jinshui depends on the situation, if you choose to check the second night, then do not have too aggressive speeches, to avoid being swept by wolves or kicked out by various situations. The radical stream touches people at intervals and quickly opens the pattern, but it is easy to be criticized by werewolves and step on them. Metaphysical flow, stretching out his hand to touch people by feeling, is ready to fight with two camps at the same time.
Additional knowledge: The prophet arranges the work, the first day of jumping as an example, the speech quickly reports for inspection, who will be tested tonight, gives the psychological process of the inspection location and shouts: The witch stays medicine tonight to save me, the knight has someone to jump with me and poke (the knight pokes who the knight chapter will talk about), poke who the knight relies on logic to judge, and then return a vote. Arrange the work summary to return the correct logic, to practice to 50 seconds to do it in order to be a qualified prophet, and the prophet must be strong, not afraid of winning or losing, strong is right.
2. Touch the White Wolf King
Ability: Tool Wolf, with powerful beast skills (you can self-detonate during the daytime speech stage to choose a player to die)
How to play: Be a wolf in a low-key manner, pre-emptive, and kill him by self-detonation if necessary. Calculate the rounds in the case of really being pre-knifed ("round calculation" next time, so tired ~ or who helps in the comment area) self-detonation accelerates the game process.
3. Touch the witch
Abilities: Double medicine, that is, antidote and poison (both disposable), the antidote can save the player who was killed by the werewolf knife that night, while the poison can poison any surviving player, and the antidote and poison cannot be used at the same time.
How to play: The witch's antidote is usually used on the first night in the standard game (because the probability of the werewolf knife strong god in the first night is 3/7), report the knife after taking the medicine, pick up the identity, and hang a pk with silver water; The knife edge in itself specifies that two people throw PK at each other. (I don't know if the benefits of PK should be said, I found a lot of things after writing, I am really tired~), there is a high probability that it is a wolf. The witch rebel bureau does not save people on the first night, after all, the first night medicine is set as a standard bureau, and it is common for little wolves to cheat silver water by themselves. If the witch does not save people, do not jump out, and keep the antidote to save the real precursor. The use of poison by witches requires relative caution to avoid accidentally injuring good people or even important clerical roles. Damn the first night of poisoning, 3/10 probability of werewolves What are you Bo? The witch has the richest gameplay.
4. Touch the knight
Ability: At any time of the day, you can launch the skill to designate a player to duel (one-time), designate the player as a good person and the knight will die with a last word, and designate the player as a werewolf if the knight survives and directly enters the night.
How to play: Prove the authenticity when there is a true and false pre-show on the field, and correct the vision for good guy players. Play knight to be calm, to have your own judgment, don't let others let you poke you, let you poke is most likely a wolf, because in addition to pre-production, the greatest threat to werewolves is the knight's gun (better than the witch's poison). According to probability, the better the knight's gun is used. Some people will think that the knight's gameplay is relatively single, and the white wolf king is a tool card, but in fact, if you look closely at the knight's ability, you can use it at any time during the day, that is, you can also use it on the PK table. The knight has a last word after the death of manslaughter, this can change the order of speech, and you can come out to lead the team if you confirm that there is no good person on the field. Latent skills are the best!
5. Touch the fool
Ability: Passively show cards after being voted out during the day and will not be exiled (die), can continue to speak during the day but does not have the right to vote.
How to play: How to play a card designed to maintain the balance of the lineup? Why do some people call him an idiot, someone calls him a white god, does "god" refer to whether he belongs to the god lineup or says .... As mentioned earlier, the potential skill is the most god, the fool can prove his identity after being cast, the strong god clothes are not worn casually, successfully blocking the knife for the strong god, and the failure has little impact. Therefore, the white god cannot come up and do the bandit things that open the eyes of the werewolf such as reporting his identity and giving himself a ticket, and the werewolf is certain to impersonate the god while any god is still present, because the gods are all skillful, even if the white god's skills are passive.
Finally came to an end, wrote a morning out for lunch and came back to write a sub-article, welcome to discuss with each other in the comment area below, game lovers can also make an appointment with the game. If there are more people watching, I will continue to write: werewolf killing terminology, turn calculation, police badge, story, speech, and unlock more gameplay characters and gameplay. Please look forward to ~