16:4
Special Wincons:
The Bad Cows will win if they kill all the cows.
Other Stuff:
+Nightstart
+If a player dies, all his cows die.
+Normal mafia e.g factional nightkill/lynch still apply.
+Numbers are still pretty arbitrary they need to be looked at more closely
Regular Cows (7):
You have 2 cows. Your milk is vanilla-flavored. You have your vote. That is all you can Moo.
Good Cow - You moo with the town.
Sacrifical Cow (2):
You have 1 cow. Each night you may protect another cow and all of his cows from harm and theft. However if you do so, one of your cows will die.
Good Cow - You moo with the town.
Barking Cow (1):
You have 2 cows. During the day you can BARK. However, if you ever 'Moo', you will be moo-killed.
Good Cow - You moo with the town.
Economist Cow (1):
You have 3 cows. During the day you can send the Moo-d a PM stating how many cows you think are alive. If you guess correctly you magically gain an extra cow.
Good Cow - You moo with the town.
Thief Cow (1):
You have 1 cow. During the night you can target to steal from another cow. You will steal 1 of his cows. If you have at least 1 cow, you can use a Track ability (will tell you who your target targeted), but it'll cost you and one of your cows will die.
Good Cow - You moo with the town.
Banker Cow (1):
You have 0 cows. Twice in the game you may PM the Moo-d during the day. The Moo-d will then post in the thread "The Banker Cow is Accepting Cows!". The following night, players may PM the Moo-d with how many cows they want to give to the Banker Cow. Cows under the protection of the Banker Cow cannot be stolen, killed, and are cured of diseases.
Good Cow - You moo with the town.
Proud Cow (1):
You have 2 cows. For every bad cow you lynch (you have to be on the wagon) your cow count doubles. If you have 0 cows and you lynch a bad cow, you get 1.
Good Cow - You moo with the town.
Barter Cow (1):
You have 0 cows. During the day or twilight, you may target one cow during the night ask him to give his cows to another cow. The Moo-d will handle interactions. For example: BARTER TIMEATER-COW TO GIVE HIS COWS TO QUILFORD-COW. The cow can then AGREE or DISAGREE to the transaction.
Good Cow - You moo with the town.
God Cow (1):
You have 0 cows. You dont need any because you're the god of cows. Your power is directly tied to how many cows are alive (you dont know the specific number). 20+ cows, every night you can see if a cow is good or bad. 15+ cows, you get to see how many cows someone owns. 10+ cows, you track a cow to see who he visits. 5+ cows, you can learn what was done to a cow at night but not who did it. 5 or less cows and you will kill yourself because you are sad.
Good Cow - You moo with the town.
Assassin Cow (1):
You have 0 cows. Sucks to be you. Because you are so jealous, during the night you can target a cow. All of his cows are killed.
Bad Cow - You moo with the mafia.
Diseased Cow (1)
: You have 3 cows. If your cows ever come into contact with another cow, that cow will be infected with Dead Cow Disease. Cows infected will pass on the disease to any cows (the process can repeat itself indefinitely) they come into contact with (defined by how many players a cow has). Cows will die 1 night after they've been infected. Once per night you can give 1 cow to someone (your cows only become infected once you hand em out).
Bad Cow - You moo with the mafia.
Maniacal Cow (1):
You have 0 cows. For every Regular Cow that is lynched, another Regular Cow has all his cows killed.
Bad Cow - You moo with the mafia.
Super Mean Cow Aldous Dilbert Humberdale (1):
You have 0 cows. During the night you may steal 1 cow from a target. At any time in the game (this ability can only be used once), depending on how many cows you have stolen, you can kill all of them to kill an equal number of cows that the town owns (victims decided/divided randomly).
Bad Cow - You moo with the mafia.