And theoretically the protector can protect a power-role three nights in a row.Depending on the role revealed the wolf can decide whether to attack again or not. Seems good.
Feel free to disregard this, its not super critical, just a thought:There are good and bad win conditions. (From the village's viewpoint)
Becalm thyself friendAnd there we go again, where logic can't be applied.
revealing those win conditions without atributing them to a certain neutral would be nice.
The issue sir is that we already don't know what everyone's motives are. That's the point of the game.The idea is so that you don't quite know what their motives are.
Maybe if you ask really nicely, I'll give a list on day three, including unused win conditions.
I sort of see your point. Normally, if the "seer" role has to kill all sorcerers, he could just say he's not a seer. But right now the team is tied together a bit weirdly (medium/servant in particular) which should tell them each other's roles I think.The idea is so that even their own team doesn't know what their motives are. I may or may not have put a win condition where you must kill all Sorcerers, including yourself.