![Designer Diary: One Night Ultimate Vampire](https://cf.geekdo-images.com/qvmagG5tP2AErZXHrrShgg__thumb/img/pbnx-Ci832d41V6gICKRo2kY3pk=/fit-in/200x150/filters:strip_icc()/pic2617962.png)
After Daybreak (the standalone expansion to One Night Ultimate Werewolf) was completed in mid-2014, I figured that I was done with the One Night series for a while as the base game and Daybreak provided a pretty much complete experience for One Night players, ranging from simple roles to really interesting, complex ones. I thought I would probably put out a few more expansions because there are cards that were on the sidelines for a variety of reasons, but as far as gameplay goes, One Night was locked in place.
I had started working on One Night Revolution for Indy Boards & Cards, and I thought that ONR would be a nice sideways step for the mechanisms in the original One Night Ultimate Werewolf, mainly by splitting the role from the player's team. One of the things I had been toying with was preventing a player from using their night action in Revolution, and this was done by a player giving a "disable" token to another player, who would wake up later in the turn order to discover he couldn't do his night action because someone before him had disabled him. Neat idea, but for a variety of reasons it just didn't work in ONR.
Would You Like a Bite?
That idea of "giving" something to someone stuck with me, and one morning I woke up with the idea of a new One Night role card for a Vampire, who would "give" his gift of vampirism to another player by biting them. Actual physical biting was considered, then quickly dismissed, but the idea of the Vampire player giving a "bite" token to another non-Vampire player was pretty solid. Of course, then everyone would know who was bitten, which would suck (pun intended) for the victim.
New idea: What if everyone started with one of those tokens, a blank one, then the Vampire exchanged the blank one for a bite? Problem solved! But that would require ten blank tokens (one for each player) and a bite token (maybe two because of the Doppelganger) just for that one role card. The publisher side of my brain did the math and rolled his eyes at the designer side of my brain — yet another idea crushed by the realities of publishing.
Marks Take Hold and Won't Let Go
A few days pass, and in the Shower of All Great Ideas™ I'm struck by Cupid's arrow. Well, not his arrow (that would hurt, and I'm married, so it would be awkward, too) but instead by how I could get Cupid to work in One Night. Cupid, you see, is one of the more popular roles in Ultimate Werewolf: One player causes two other players to fall madly in love, so much so that if one of them dies, the other dies of a broken heart. These new tokens required for the Vampire role would also work for Cupid — two players could receive one of Cupid's arrows! And if Cupid woke up after the Vampire, Cupid could cure Vampirism. (A "love heals all wounds" kind of thing — very romantic of me in hindsight.)
So now there's a thing — these tokens could really add some flavor to the game by marking the players with various attributes. I renamed them "marks" (Mark of the Vampire and Mark of Love) and thought about what else would work with this new mechanism. The original idea was a Mark of Disabling, which sounded a little too crippling to be fun, but what if a special-powered vampire scared someone so much they couldn't do their night action? A Mark of Fear! The Count was given this ability — and an uncanny resemblance to a certain muppet.
The Marks of Nothing were renamed to Marks of Clarity during this process, too.
Marky Mark and the Funky Bunch of Mark-Manipulating Characters
Now things were looking good. I looked through the dozens of characters in Ultimate Werewolf Deluxe Edition to see whether any more might work with the new Marks system and found the poor Diseased role, who in the "big" game makes werewolves sick, preventing them from eating the second night. Of course, there is no second night in One Night (or it would be called "One Nights", which is a grammatical nightmare).
No one wants some terrible, very communicable disease, but because it is so contagious, the Diseased gives a Mark of the Disease to the player sitting directly to their left or right. And because the Diseased is on the village team, they have a really fun defense: If anyone points at a player with disease, that player (not their team) loses (even if their team wins) because thematically they contract the disease and die a horrible painful death while the other team members are partying in the village square to celebrate their victory.
What's really fun about this is that the Diseased can give their disease to a vampire, which still has to be killed in order for the village to win, but YOU don't want to be pointing at them. (You'll need to convince everyone else to do so while you point at some other random player, thus ensuring that your team will win, even though most of them will end up losing because they pointed at a Diseased player.) Really fun!
The Tanner in the original One Night Ultimate Werewolf, who has to die in order to win and in doing so prevents the werewolves from winning, is a fun role. I really like the idea of additional teams, and in creating the Assassin, that's what you get: a new "team" of one that can win only if his target, whom he's given the Mark of the Assassin, dies. He's got to convince the players to kill his target (he can't do it alone), knowing that if they suss out that he's the Assassin, his motives aren't to be trusted and they might go another way. However, with the Assassin, if he wins, other teams can still win, so if the Assassin is lucky enough to put a mark on a Vampire, he should have an easy time getting the village on his side. Likewise, if he's targeted an innocent villager, he might be able to sway the Vampires to help kill said villager.
One of my favorite new roles is yet *another* solo team. Originally I thought it might be fun if the Assassin had a helper, a morally-challenged Robin to the Assassin's Azrael-style Batman. (Extra points if you don't have to look up that reference.) The Apprentice Assassin would help the Assassin kill the player with the Mark of the Assassin — but after a few playtests, it wasn't nearly as interesting as I thought it would be. Keeping the name, the new Apprentice Assassin has a single goal: to be the Assassin. How does she do that? By killing the original Assassin! What's super cool about the interaction here is what happens at night: The Assassin wakes up and places his Mark of the Assassin on a player, then *doesn't close his eyes*. The Apprentice Assassin wakes up and sees him, and the Assassin sees her and knows she wants to kill him. They're totally aware of each other, but neither can say anything about the other or they'll never manage to kill their respective targets!
The Priest came about as a way for the Villagers to ward off the avalanche of Marks being played. He rids both himself and a player of his choice of any Marks, giving them a blank "Mark of Nothing". (That was the working title of the "empty" marks.) This worked thematically quite well as it ensured that the Priest couldn't be a Vampire *or* be in love. (You're welcome, Catholic Church.)
Mark Manipulators
One of the reasons people love the original One Night Ultimate Werewolf is because of the potential for role-switching. I wanted to add some of those abilities to this game, with a focus more on Marks than role cards. The Marksman is a Seer-like role, allowing the player to look at one player's card and one other player's Mark. The Pickpocket is the Robber's little brother, stealing a Mark from a player and replacing that player's Mark with their own. The Gremlin is like the Troublemaker on steroids (steroids that turn you into a weird blue monster), with the ability to exchange Marks *or* role cards, including your own.
Dusk vs. Night
The working title of the game was "Dusk" (nice symmetry with Daybreak, which had a lot of roles that took place at the end of the night) as most roles did their actions before the roles in One Night Ultimate Werewolf. To that end, there's a distinct break between Dusk and Night, where all players open their eyes and view their Marks, then close their eyes again. This allows players with "night" actions to use the info on their Marks when they do their actions — for instance, if the Pickpocket has the Mark of the Vampire, he knows that when he steals a Mark from a player, then that player will get his Mark of the Vampire; if he can convince the village of that, it should be an easy win for the village team. Should be.
Later in development of the game, when it was determined that the game worked incredibly well as a standalone, the decision was made to give it a new name, and One Night Ultimate Vampire was the clear choice.
Through a lot of playtests — One Night games have been playtested more than two thousand times for all three games — a few other roles were added and modified, and several (not mentioned here) were discarded.
!@#$%!@#$ Doppelganger
The original One Night Ultimate Werewolf game has a role called the Doppelganger. It's awesome and fun because it allows a player to look at another player's role card and essentially duplicate that role. Making the Doppelganger work initially was pretty difficult, and when Daybreak was being developed, all sorts of issues cropped up that had to be dealt with. With Vampire, those issues took on a whole new level of complexity.
The key with the Doppelganger is to get all the roles to work with it without having to modify the original role functionality at all. At least, that's the theory — and with the exception of the Copycat, I was able to pull it off. One of the things that had to be done was to provide another set of Marks just for the Doppelganger (similar to how there are two Shield tokens for Daybreak's Sentinel). The publisher side of my brain fought this pretty hard because it essentially added another punchboard to the game and about two pages to the rulebook as well as a new Doppelganger token because the number on the token (that determines wake order) had to change.
Things are a little weird for several edge cases, such as when the Doppelganger views the Apprentice Assassin because now the Assassin has two people gunning for him, but I guess that's part of the job, as anyone familiar with Grosse Pointe Blank will tell you.
That Amazing One Night App
The app for One Night would, of course, need to be updated with all the new roles, which by itself isn't too bad; it's the interaction with pre-existing roles that takes time. For instance, The Revealer (from Daybreak) flips over a card and leaves it there unless it was a Werewolf or a Tanner, in which case he flipped it back down — but the narration had to change because if the card is a Vampire, he has to leave it face up and the narration can say that only if a Vampire is in the game, and if there are no Werewolves in the game, he can only say Vampire and not Werewolves. Similar issues appeared with lots of other roles.
And then there's the !@#$%!@#$ Doppelganger. The app logic for the Doppelganger is SO confusing that the spreadsheet for the app needed all sorts of new "if" and "then" columns in it. Working through all the permutations was a brutal exercise to get everything just right. The positive, glass half-full view of this is that those permutations resulted in lots of rules clarifications for how things are supposed to happen, which led to notes in the rules to help players figure things out. The app is more useful than ever when you're combining Vampire with the original One Night Ultimate Werewolf and Daybreak.
For Vampire, I hired Eric Summerer much earlier in the process to provide narration for the new roles; this allowed for app and game testing much earlier than in previous One Night games, and while I've had to get corrections/updates from Eric several times, having "real" narration in a beta app for testing has been incredibly valuable.
Next, I started working on ideas for app enhancement. The app was already awesome, so I didn't want to mess with it too much, but there were some things that could be better. I designed a "verbose" mode for the Doppelganger that reads off the roles that have to take their action immediately when the Doppelganger wakes, and an expert mode that makes the night move super fast for experienced players.
No, Really, They're Epic
During development, I was convinced that Vampire would work only if there were no Werewolves. After all, the winning condition for Vampires and Werewolves were the same: No one on your team can die. That would result in Vampire/Werewolf team-ups to kill a villager, something that would be hard to stop if you're a villager.
But as expected, the Shower of All Great Ideas™ came through, and by changing the winning conditions for all three teams, Epic Battles not only work, but they're, well, Epic.
As a bonus, those three-way Epic Battles work with as few as three players!
I'm super-excited about this One Night prequel, and I think anyone who has enjoyed One Night will really have a lot of fun with the new mechanisms and roles!