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One Night Revolution
15m
2 - 5 Players
Ages 14+
Some board games incorporate elements of role playing. It can be that players control a character that improves over time. It can also be a game that encourages or inspires storytelling.
Role Playing
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Voting allows players to influence the outcome of certain events within the game. The vote may be all or nothing, choosing a target for an effect, or to determine the results of certain situations. Players’ votes may not have equal weight, and blocking a player from voting can be a valid tactic.
Voting
Deduction
Spies/Secret Agents
24.00
€
30 day low:
Out of stock
Search for:
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
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Sapphire Sleeves
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Marvel: Crisis Protocol
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Churcill
Some people in my group think this is better than Avalon, if you ask me it's too different to compare.
ChrB
Woah this game is bad. I LOVE One Night Ultimate Werewolf, it's my go-to social deduction game, so I had high hopes for this game, but it fell flat. It just doesn't work. It's not even remotely interesting, and I can't fathom why some people prefer this over ONUW! The fact that you do your roles in order; well, sure, it helps the "sound issue" where you might hear when somebody is doing a role in ONUW, but it also makes it less interesting. The deduction tends to be much easier as well due to the nature of the roles. A BIG pass from me, and I probably won't ever play it again!
Cheesechick
Reading the rules to this game, I had a lot of worries. I was pretty sure I wasn't going to like it. I'm happy to say that, having now played several games, I [i]do[/i] like it... but I'm not sure I love it in the same way I love ONUW. My first concern: I was really really turned off by the idea of being forced to make a claim as to your identity in turn order - one of my favorite parts about ONUW (and indeed, bluffing games in general) is delaying saying anything at all, but it actually works alright in this game. I miss the more open freestylings of its predecessor, but this gives folks who aren't as skilled in these sorts of games a bit of direction. The other thing I was worried about was performing night actions in turn order, rather than a designed order ala ONUW. Here, I feel my worries were more founded. What you get in a little more variety you lose in the fact that it's much easier with this game to luck into dull, solved games. For example, if an investigator goes last and happens to flip up an Informant there's not really much you can do. In ONUW this is a lot less common, and tends to only happen at lower player counts (5 or less, which is where ONUW is at its worst anyway). Here, it felt like every other game saw someone lucking into some certain knowledge. All in all, this is a game I would happily play if offered. I just can't see myself rushing out to replace ONUW with. Curious to try it at lower player counts though, as it seems like this would probably work better than ONUW for that.