Happyville Scenarios
You'll have the opportunity to vote for several different scenarios with slightly different rules. It is recommended that first-time players begin with the Psycho Killers scenario, as this scenario has the fewest special rules.
Note that, while there will always be a number of computer-controlled characters in the game, only human players get selected as special characters. This means that the original bad guy(s) will always be a real player, not the computer. If there aren't enough human players to fill all of the special roles of the scenario, some of the special characters won't exist that game.
In addition to the scenarios listed below, there are several extra unlockable scenarios (WARNING: SPOILERS!), which cannot be played until certain conditions are met.
Scenarios
Unhappy: Psycho Killers (3 or 4, depending on number of players)
The psycho killers start with a little extra gold and do not suffer remorse, but have no other advantages or special powers. The psycho killers do not know who each other are, and are not on the same side. Happyville must kill all of the psycho killers in order to win; one psycho killer can win only if all happy people and all of the other psycho killers are dead.
Unhappy:
Necromancer (1)
Special: Zombies
In this scenario, whenever someone dies, a zombie rises from their corpse a few seconds later. Zombies seek out other players, and if anyone other than the necromancer gets too close to a zombie, they die, too. Zombies cannot be killed, and their deathly touch cannot be evaded once they are in range. However, zombies move slowly and periodically call out "Brains!", so it's not extremely difficult to avoid zombies.
The necromancer starts with extra gold, suffers no remorse, and is immune to zombies. He also has a special ability that forces all zombies within a certain range of him to move towards a point he specifies. The zombies will only remember this directive for about five seconds, so unless the necromancer constantly shepherds them, they'll return to wandering or chasing brains fairly quickly. If the necromancer is killed, all the zombies crumble to dust, and Happyville wins.
Unhappy: Vampire
(1)
Special: Thralls (unhappy)
The vampire suffers no remorse, and because he can only be killed by a strike to his heart, he has an "armor" bonus to his effective evasion score (+100%), making him more difficult to hit. He also has a special "Thralling" attack, which has a shorter range than a regular attack but the same chance of success. If hit by a thralling attack, the target does not die, but instead becomes a thrall.
Thralls are like psycho killers, except that they are loyal to the vampire. Thralls suffer no remorse for killing happy people, but they are unable to kill each other or the vampire (the vampire can still kill thralls). The vampire and all of his thralls can talk to each other using ally chat and can see each others' minimap pings, so they can coordinate strategy. Additionally, the vampire has shared unit control of all the thralls, so he can directly select them and give them orders.
The vampire wins if everyone else is either dead or a thrall. Even if the vampire dies, he can still win if his thralls can finish off the remaining happy people. Happyville only wins when the vampire and all of his thralls are dead.
Unhappy: Mystic
(1)
Special: Apprentice (unhappy)
The mystic suffers no remorse, and with his psychic abilities can deflect some enemy attacks, so he has a small "armor" bonus to his effective evasion score (+50%). The mystic also has a special attack, similar to the vampire's thralling attack, which displaces the target's soul and turns him into the mystic's apprentice.
The apprentice suffers no remorse for killing happy people, and is loyal to the mystic, just as a vampire's thralls are loyal to him. Because the mystic must divide his soul to possess an apprentice, his powers are weakened when he does so, and after creating one apprentice, he cannot create any more, and he loses his armor. Additionally, if the apprentice dies, the mystic backlash will instantly kill the mystic as well, and Happyville will win.
However, should the mystic die but his apprentice live, the apprentice inherits his master's powers, and becomes a full mystic himself. The apprentice then has the ability to create his own apprentice, and the mystic's power can continue to be passed down until the last apprentice is killed.
Unhappy: Werewolf
(1)
Special: Insane (unhappy)
Heroes: Hunters
(2)
The werewolf suffers no remorse, and his great strength makes him difficult to kill, providing him a large "armor" bonus to his effective evasion score (+200%). The werewolf also has a special wolf bite attack, which has a shorter range than a regular attack but the same chance of success. If hit by a wolf bite attack, the target does not die, but is instead driven insane.
An insane person can be visually identified as such. Insane people charge madly after anyone they see and try to kill them. Their frenzied state gives them high movement and attack speed, but poor accuracy and evasion. Additionally, while the werewolf is close to any insane person, the insane person will be frozen with terror, and unable to move at all.
The hunters are mercenary specialists hired by Happyville to help fight the werewolf. Because they are foreigners, everyone knows who they are, so their identity is not secret. They are immune to all of the werewolf's direct attacks (both regular attacks and wolf bite) and ignore the werewolf's armor when attacking. They can still be killed by insane people, but they have limited armor (+50%) to help protect them. The hunters still suffer remorse if they kill happy people.
However, since the hunters are just mercenaries, the werewolf doesn't need to kill them in order to win--the werewolf wins if everyone except the hunters is either dead or insane. Happyville wins as soon as the werewolf dies.
Unhappy: Evil Spirits (2)
The evil spirits starts with a little extra gold, and have the special power to possess other players, temporarily controlling their actions. Possessed characters are still happy, so they suffer remorse if a spirit makes them kill another happy person, and other happy people suffer remorse for killing them. The target of possession will break free after 15-25 seconds (random), but will be stunned briefly when he does so. If he dies before that, the spirit escapes, but is briefly stunned. The evil spirits have slightly reduced accuracy with normal attacks.
The evil spirits do not know who each other are, and they are not on the same side--only one of them can win, which happens when everyone else is dead. However, the spirits cannot possess each other. Happyville wins if both of the spirits are killed.