How to play:
There are characters on both sides of the ranks 1-9. Characters from each clan are randomly mixed in a stack, so that the same number of characters are possible from either side in the game and be distributed. Initially, the players know only the clan affiliation of the right neighbor. Further information will be carried out by public attacks against any player. Each player has 3 markers, 2x the clan membership, 1x the rank. The Assaulted character must present one of his chips and may then in turn attack and so discover more about.
Now that would be pretty boring if you could not intervene in the duels. A player can always vouch for someone else, but in return must reveal his rank. But then use most of the characters doing a special ability that makes this disadvantage up for it. In addition, the stronger characters can their identity through fog chips after one or two attacks hide again, thereby giving but to understand that they are just more characters. In addition, the exclusive launch info on the membership of the right-hand seat neighbor also not to be underestimated! And, oh yeah, of course there is ever a character who has cheated since the beginning ...
If a player is sure to have revealed the identity of the enemy leader, he can try to coax him by further attacks his latest information, and then to finish with a final attack the game.
Fun:
It's amazing how much has to be tatkiert and intrigued with as little rules. It can run very smooth, one side is exposed and brought down, but it can also be tricky properly if for example one of its own people wants to bring down the wrong vampire because of incorrect information and you then have to step in for the opposing side. Especially if you know the different characters after a few games and can estimate, who can like where sparks between the way in which (if the character in question, anyway plays along ...), it will be really fun.
And I would see the resemblance to games like "Werewolves of Mirkwood" rather superficial. The werewolves Communication, Persuasion and Lynch is in the foreground, while the vampires most by good logic and clear reasoning come to victory. Besides, no one separates prematurely from the game and the season runs significantly less from the shore.
CONCLUSION:
In Bloodbound players must especially reasoning can know who is on which side and behind which mask hides the leader. Who is playing mainly on instinct or predominantly communicative level, can be performed on the ice quickly. But who has pleasure to weigh the possible characters of Mistpieler and their possibilities and to select out its goal, will benefit most from the game and come game on its 5 stars.