Werewolf Killing: Please Start Your Performance: A complete list of werewolf killing terms and slang

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A summary of all terms and slang in “Werewolf”

1. Running for Sheriff

Going to the police: Refers to the act of raising your hands to participate in the election for police sergeant during the day on the first day to compete for the police badge.

Police Officer: Refers to players who participated in the election of Sheriff.

Police: Refers to players who did not run for Sheriff.

Police Badge Flow: This is the flow of police badges. It means that in order to prevent the prophet from being killed at night or the wolf self-destructing and being unable to speak the next day, the prophet will explain the order of inspections in the evening in advance. The Bureau of Standards Police Badge Flow generally stays for two nights.

Tearing off a police badge: The act of voting out a police sergeant.

Swallowing police badges: If a wolf self-destructs during the speech stage of the police campaign for sergeant, there will be no police badges in this game.

Withdrawal: The behavior of a player running for Sheriff who decides to withdraw from the election after finishing his speech is called withdrawal.

Gold Water: The good player tested by the prophet is called “Gold Water”.

Check and kill: Werewolf players tested by the prophet are called kill.

Rebellion: generally refers to the behavior of a prophet giving you gold and water but you do not recognize the prophet, refuse to accept the gold and water and oppose his behavior, which is called “betrayal”. ?

Rebellion and setting up the police: Player A jumps into the prophet to give gold to player B. If player B chooses to jump into the prophet and run for the Sheriff, then player B’s behavior is called “rebellion and the police” (general players turn against the water and set up the police) If you don’t retreat, you are a true prophet; if you are betrayed, you are often a werewolf).

True Gold Water: A good person identified by a sure true prophet. ?

Double Gold Water: If both true and false prophets give gold water to the same player, it is called double gold water (double gold water means a good person).

Double search and kill: If both real and false prophets send a search and kill to the same player, it is called double search and kill (double search and kill is called Iron Wolf).

Silver water: The people who were saved by the witch with the antidote at night are called silver water (evidence of the identity of a good person, less powerful than gold water).

Pair jump: If two or more players jump on the same identity card, it is called a pair jump. ?

Strong jump: Refers to a werewolf who is relatively powerful and pretends to be a certain identity card. For example, a werewolf who recognizes a prophet is called a fierce jump prophet.

Off-site: refers to some factors that have nothing to do with the game, such as the movement at night, etc.

Self-destruction: Admit that you are a wolf, then let the judge stop speaking and immediately enter the night, and you have the right to point the knife.

City Massacre: Either the werewolves or the good guys are all eliminated, and the game is over.

Tu Bian: The werewolves, villagers, and gods on one side are all eliminated, and the game ends. ?

Down: Death or exile, out of the game.

Last words: speech after death.

Front Position: Relatively speaking, the player who speaks earlier in the same round.

Later Position: Relatively speaking, the player who speaks later in the same round.

Last position/returning position: The last player to speak in the same round.

PK: In the voting session, if two players tie the vote, the two players will speak for one more round, and the remaining players will vote and can only choose among them. The behavior of these two players is called PK.

Loss of connection/rye/duanmai: refers to the situation when the players participating in the game are not in the game or the speech cannot be heard. (kill)?

2. Part of closing eyes after dark

The first sword: the werewolf’s sword skills in the first night.

The first test: the prophet’s test on the first night.

First-kill protection: A player who is first-killed in the first game cannot be first-killed again in the second game.

First-pass protection: Players who were first-passed in the first game cannot be first-passed again in the second game.

Self-Knife: The werewolf chooses to knife himself at night.

Empty Knife: Werewolves choose not to knife anyone at night.

Continuation: If you did not kill a player the previous night, you will continue to choose to kill that player the next night.

Finger Knife/Point Knife: Command teammates to kill a certain player. The werewolf who self-destructs during the day has the right to kill a certain player that night.

Knife skills: A behavioral logic of the werewolf’s knife at night.

Handover: The werewolf saw that the situation was over and chose to admit defeat and give up the game.

Christmas Eve: No one died that night.

Empty Guard: The guard chooses not to guard anyone. ?

Watch and save together: The player guarding the Werewolf Knife will be guarded, and the witch will use the antidote to save the player at the same time. (Stay together and save death together)?

Blind Poison: The witch uses poison on an unknown player without any player speaking.

Cheat medicine: The act of using tricks to make a witch use the wrong antidote (usually a werewolf kills himself to deceive the witch into using the antidote).

Poison: The practice of witches using poison at night. ?

Coke: Witch’s poison.

3. Daytime speech section

Coroner: The player examined by the prophet was killed by a knife.

Vote type: voting situation.

Vote to death/Vote to death: Refers to the player who received the most votes in the referendum during the day being exiled.

Bio kidnapping/vote cheating: the planned act of voting for the same person together during the referendum. ?

Splitting votes: Refers to the fact that the good guys do not unanimously vote for the same player, but split votes for multiple players.

Returning votes: Players with the right to return votes call for the same player to raise votes together (the Sheriff has the right to return votes).

Vote: Call on everyone to vote for a certain player.

Canvassing votes: Get votes from other players.

Jumping/recognizing: refers to claiming that one is a certain identity card, such as jumping prophet/recognizing prophet.

Dislike: Point out the bad aspects of a player’s speech and lower his status. ?

Dirty/Dirty: Framing a player and lowering the player’s status. ?

Resist push: refers to the good guys being voted out during the day, which is equivalent to shouldering the push for the werewolves during the day. ?

Deep recommendation: The prophet is dead, but the situation and identity are not yet clear, so you can only rely on guesswork to vote.

Knife blocking: This refers to villagers pretending to have an identity or jumping out of the identity of a **** to attract the werewolf’s knife to themselves, thereby protecting the gods.

Bao: Refers to the act of excusing a player who has made a bad statement to avoid being pushed back. It also refers to the behavior of witches rescuing people at night. ?

Wearing clothes: identity, such as the identity of a folk dance witch, is said to wear witch clothes.

Take off your clothes: deny God’s identity. ?

Self-certification of identity: You can use skills to prove your identity.

Packing: Don’t speak much or speak without information and meaning.

Wolf Pit: The location and number of the werewolf.

Liaobao/Wolangbao Speech: Refers to players inadvertently revealing their werewolf identity during speeches.

Naked fight: Show your identity and play.

Four wolves sitting naked: refers to wolves who directly do not hide their identities deliberately, do not act like deep water wolves and barb wolves, and collectively stand aside, rush votes, etc.

Dialogue: When speaking, speak deliberately to a certain player (of course the player being spoken to cannot answer). ?

Talking to one’s face: refers to statements that benefit oneself during the game through illogical means, such as “I swear XXX”, “I am SS and I XXX”, etc. This type of speech affects the balance of the game and is unfair to other players (cheeking is generally prohibited). ?

Take away: Cards with identity activate skills to eliminate other players, such as witch poison, white wolf king self-destruction, hunter shooting, etc.

Shoot: (Hunter is also called a gun card) means that when a hunter dies, he uses his skill to shoot and take away a player. ?

Yan Sha: When the player has not spoken or has no information points when speaking, the identity of the player can be determined directly through facial expressions.

4. Identity designation part?

Good identity/bad identity: Refers to a player’s identity being either a human or a werewolf.

High/Low: Those with good status are called high status, and those with poor status are called low status. Usually speaking of status, they are divine people, villagers, and werewolves. ~Soverse.com~Generally, good people with double gold, water, and iron are said to have the “highest status” on the field.

Foolish people: Villagers who cannot see the situation clearly and vote randomly.

Riots/mobs: Villagers who disrupt the situation by speaking or doing something.

People and above: identity is people or gods.

Min or below: identity is min or wolf.

Iron Good Guy: Refers to a certain player who must be a good guy.

Iron Wolf: means that a certain player must be a wolf.

Hidden wolf: generally refers to a hidden wolf, which is not exposed in the first half of the game, similar to the deep water wolf. ?

Deep Water Wolf: Generally refers to the werewolf players who pretend to be good people and hide very deep. They do not make themselves a focus card and are difficult to detect.

Cave wolf: A wolf hiding in a cave, similar to a deep water wolf. It has a slightly more presence than a deep water wolf and speaks more. ?

Wolverine: Generally refers to the werewolf player in the focus card who has gained the trust of the good guys through certain factors or routines, and has established himself as a solid good guy.

Barb Wolf: A true prophet of the team, selling out his wolf teammates to establish his own identity.

Identity: Test and guess a certain identity. For example, drink the god.

Identity bombing: Use certain hypothetical behaviors to test the identity of a player. For example, if other identities are detected, the prophet will be in position to investigate and kill the player to test their reaction.

Third party: Refers to other main camps besides the good guys camp and the werewolf camp. Generally, there are people who are in love with wolves, pipers, etc.

Sacrifice for love: Refers to the Cupid game, when one partner of the couple dies, the other partner is also eliminated.

Chain: refers to two players who are connected as lovers in a Cupid game, for example: No. 5 and No. 8 are the chain.

Role Model: In the wild child game, the player will identify a role model. Once the role model dies, the wild child turns into a wolf with a knife.

       

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