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Hunters can activate skills regardless of whether they are stabbed or voted out. Hunters are poisoned by witches or martyred by the death of their lovers.
You can't activate skills to bring people. Hunters can also not activate skills after death. The person and his couple that the hunter takes away after activating the skill do not.
Words. 1. When the Hunter activates a skill, it can cause a character who is surviving on the field to die instantly.
2. Because the timing of the hunter's skill is more active, and the skill effect is more intuitive and powerful, it is often the hunter who prevents it on the police.
Pair jumps. 3. When you get the hunter, you tend to choose two directions to start. The first direction: dive first. There will be no obvious jump out of the hunter.
Identity, strive to be a civilian wearing identity to prevent the feeling of jumping, in the police can speak a little weaker (anyway, the skills are strong.)
Okay), in preventing the pair of jumps, if there is a good identity that I think is the same as I do the same work of putting the pair jump, I will consider retreating, let.
Make your identity a little lower, dive your own magic card, and come out to lead the team in the endgame later. Second direction: Main.
Attack, if in a game, there is a prophet jumping, and you can hear the true and false prophet, or you can find a clear one.
The position of the werewolf, showing his identity, leading the team to canvass for votes, and getting rid of the iron wolf in his heart.
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Werewolf killing game hunters need to turn over their role cards to show their identity as hunters, and then declare that they take away a few players, the flop must launch skills, if the hunter is afraid of bringing the wrong person, you can also choose not to flop.
Hunter: If a hunter dies (killed or ticketed), he can shoot before he dies, designating any player who is alive and the player dies immediately (out).
Hunters who have been poisoned by a witch or who have been martyred by the death of a couple cannot activate the skill to lead people.
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Hunters can be taken by wolf knives. The Hunter's skill is "One Bullet", which means that after the Hunter is killed by a Werewolf at night and banished by the player during the day, the skill can be activated to take any player on the field.
1. Hunters can bring people in the following situations.
The hunter was killed by a werewolf knife during the night.
Hunters are exiled by the player during the day.
2. Hunters cannot bring people under the following circumstances.
Died of the witch's poison.
was taken away by the White Wolf King's self-explosion.
Be taken away by the charm of the wolf beauty.
Although the above situation is the correct answer in most cases, some situations will change under certain rules, such as in some board slaughter bureaus, hunters who die because of the charm of wolf beauty can activate skills to lead people. Therefore, when playing the werewolf killing game, you must first understand the rules of the board.
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The wolf king can activate skills when taken away by hunters.
The Wolf King belongs to the werewolf faction and has the ability to shoot after death. (martyrdom and poisoning cannot be shot), the goal is to pretend to be a good person during the day to confuse the public, and attack the villagers at night to occupy the village.
Skills: 1Kill: When the werewolf kills, one to three people are pointed out, and the other werewolves are as usual, and the one who is accused of the most dies, and if there is a tie, other werewolves kill as usual, and the wolf king cannot kill.
2.Explicit: At dawn, the wolf king turns over the identity card and immediately enters the dark (loses the explicit skill after turning it over), which is equivalent to self-detonation without death.
3.Fang: When a werewolf dies, the wolf king can save him, he becomes the wolf king, and the wolf king who saves him dies.
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Mechanical Wolf Psychic Rules: The rules of this game are to slaughter the edges and kill all villagers or all priests.
Mechanical wolves and ordinary werewolves do not recognize each other, and the mechanical wolf is the first to open its eyes on the first day, and can learn any player's skills and obtain the identity of the other party, but cannot learn itself. After learning a skill, the mechanical wolf can immediately know who is learning, but it cannot use the skill that night, and the next night, it can use the learned skill. After all the ordinary werewolves are dead, the mechanical wolf has a wolf knife, and the mechanic cannot blow himself up.
The mechanical wolf was identified as a mechanical wolf by the psychic on the first night, and was later found to be a learning identity. Learn to be a psychic and check your true identity (like a true psychic, once a night). Learn to guard, you can guard the wolf knife and witch venom (like the real guard, once a day).
Learn to be a hunter, bring a gun, and shoot a player when you die. Learn to be a witch with poison, you have a bottle of poison that can poison a player. Learn the wolf, one more wolf knife (double knife wolf, and all the little wolves can bring double knives after death, only one double knife) to continue life, no skill (equivalent to skill scrap), but will be checked by the psychic as a civilian.
Relevant skills
The goal of the werewolf game is to pretend to be a good guy during the day to confuse the public, and at night to attack civilians and take over villages. One player can be attacked per night. Self-destruct:
At any time other than the last words and votes during the day, the werewolf can reveal his identity and go out, and the current day will immediately end and enter the night.
The goal of the witch's game is to use poison and antidote to drive all the werewolves out. Each night, you can choose to revive a player who has been attacked by a werewolf, or use poison to knock a player out. The witch can only choose one of the two bottles of antidote and poison to use each night.
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Werewolf: Has a killing skill after dark. Use the team channel to communicate with your teammates. It belongs to the werewolf camp.
Villager: Doesn't have any skills, belongs to the good guy camp.
Prophet: That is, the prophet, the skill is to be able to check the specific identity of a person every night, belonging to the camp of the good guys.
Witch: Start with two bottles of antidote and poison that can only be used once. The antidote can save a player from death, while the poison can poison a player.
Witches can see who has been killed when the werewolf is in the dark, but she doesn't know who is dead, and it is up to her own judgment to use the antidote on whom. Witches can only use one bottle of medicine per night.
Hunter: Can shoot a player after exiting, but cannot shoot if poisoned by a witch.
Village Chief: Also called an elder or a tree. Possess two lives.
It is worth noting that when the village chief is voted out, poisoned by a witch, and shot by a hunter, all the good guys on the field lose their skills! Escrow drowning, couple martyrdom, and being killed by a werewolf with two knives do not affect the use of skills by good people.
Ward: Can guard a player after dark, and will be saved from death if the guarded player is of course the main target of the werewolf. Guardians can protect one person every night, but they can't protect the same person for two days in a row.
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Werewolf Killing Roles and Skills: The police officer is the second identity of the same nature as the sheriff, and the police officer is appointed by the sheriff, and the sheriff can also appoint and dismiss him at any time, and the sheriff cannot appoint himself as a police officer. When a crescent moon event occurs every day, a crescent card will be selected by the police officer.
Magician: God card, act first at night, you can exchange 2 people technetium number plate every night, only that night is not effective. For example, if the exchange of Identity Prophet 3 is Verification 5, and Werewolf Knife 5 is Knife 3, the same can be said, Candy, which is valid for any character.
1. Ordinary villagers.
I don't have any ability on my own, and I have to think about a lot of things when I sleep until dawn. Civilians receive a mixture of true and false information, from which they need to discern and judge the correct information.
2. Werewolves. A villager is brutally killed every night, and during the day, werewolves pretend to be villagers to hide their identities and deliberately mislead or frame other villagers.
3. Prophet.
Nightly Prophets can peek into the true identity of a player, the soul of the village. The soothsayer has to think about how to help the villagers without being discovered by the werewolves.
4. Witches. The witch has two bottles of medicine, the antidote can revive a player who was killed by a werewolf that night, the poison can poison a player, and the witch can use a maximum of one bottle of medicine per night, and the witch cannot save herself.
5. Hunter. When a Hunter is killed by a Werewolf or executed by a villager, he can shoot any player. However, when a hunter dies unexpectedly (e.g., by a witch's poison or by martyrdom), he must not shoot a bullet before he dies.
6, Cupid.
On the first night, choose two players to become a couple. Cupid can choose to be one of the couples herself, and if one of them dies, the other will die for it. If two of the couples are on different factions, their goal will change to that the couple just wants to live in peace, so they must get rid of all the other players.
Note: Some bureaus stipulate that if a couple dies, Cupid will return to the god camp, and some bureaus will not return to the god camp).
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<> Werewolf Kill Hunter skill is that when a Hunter is killed by a Werewolf or banished to vote, the Hunter can reveal his ID card and designate to shoot a player. And the hunter can exchange one life for another and expel all the werewolves out of the game.
Werewolf Kill: The Hunter is a character in Werewolf Kill and is a member of the God camp. It is possible to shoot a player while killed by a ticket or a werewolf knife, but not by being poisoned by a witch or killed by a witch, and the judge will tell the hunter every night if the skill is still there.
Werewolf Kill, is a multiplayer, verbal-driven, verbal, and analytical strategy board game that requires 4-18 players to participate in the usual version of the game. The mechanics of the werewolf killing game are similar to the killing game, the killing game is more competitive, and the werewolf killing game has more characters. The game is divided into two camps:
Werewolf camp and good guy camp. There are several conditions for victory: all werewolves are out, and good guys win; All the good guys are out (slaughtering the city), and the werewolves win; All civilians are out or all clergy are out (Tubian), and the werewolf wins.
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