11-04-2020, 08:46 PM
Similar to my Loyalty Mechanic - Heroes, but with utilizing the Townsfolk. I have not play tested this either. Just looking for feedback first.
Loyalty Mechanic - Townsfolk (2 Methods)
Method #1:
Use counters 1-6. Roll a D6 to determine which # is the Traitor.
Place all Townsfolk Cards face up on the table, with a random # counter FACE DOWN on each card.
Townsfolk counters are randomly placed, FACE DOWN, inside buildings.
In order for a Hero to determine whether or not a Townsfolk is a Traitor, the Hero must be carrying a Weapon.
Once the Hero finds the Townsfolk (Free Search, in Counter space), the Hero must temporarily discard their Weapon.
After discarding, reveal the # Counter on that Townsfolk’s Card.
If the # counter is NOT the Traitor #, then the Hero may take the Townsfolk Card. Plus they may take their weapon back!
If the # counter = the Traitor #, then the Hero immediately is killed. (Implying the Townsfolk turned on the Hero and killed them with their own weapon.) The Zombie Player now may use the Townsfolk as a playable character and keeping the weapon!
- Townsfolk have 3 wounds slots since they are Adults.
- Moves/Searches/Fights same as other Heroes.
- Zombie Hunger and Cards apply to Townsfolk.
Method #2
Use counters 1-6. Roll a D6 to determine which # is the Traitor.
Once a Townsfolk card is drawn/found, randomly draw a counter from the pile.
If the # counter is NOT the Traitor #, then the Hero may take the Townsfolk Card.
If the # counter = the Traitor #, then the Hero immediately is killed. (Implying the Townsfolk turned on the Hero and killed them.)
The Zombie Player now may use the Townsfolk as a playable character. Place a Townsfolk Counter into space.
- Townsfolk have 3 wounds slots since they are Adults.
- Moves/Searches/Fights same as other Heroes.
- Zombie Hunger and Cards apply to Townsfolk.
These methods can be used during any Scenario as added difficulty.
Once again, I created this for my Solo play. Trying to create a Traitor element best I could.
Let me know what you think!
Loyalty Mechanic - Townsfolk (2 Methods)
Method #1:
Use counters 1-6. Roll a D6 to determine which # is the Traitor.
Place all Townsfolk Cards face up on the table, with a random # counter FACE DOWN on each card.
Townsfolk counters are randomly placed, FACE DOWN, inside buildings.
In order for a Hero to determine whether or not a Townsfolk is a Traitor, the Hero must be carrying a Weapon.
Once the Hero finds the Townsfolk (Free Search, in Counter space), the Hero must temporarily discard their Weapon.
After discarding, reveal the # Counter on that Townsfolk’s Card.
If the # counter is NOT the Traitor #, then the Hero may take the Townsfolk Card. Plus they may take their weapon back!
If the # counter = the Traitor #, then the Hero immediately is killed. (Implying the Townsfolk turned on the Hero and killed them with their own weapon.) The Zombie Player now may use the Townsfolk as a playable character and keeping the weapon!
- Townsfolk have 3 wounds slots since they are Adults.
- Moves/Searches/Fights same as other Heroes.
- Zombie Hunger and Cards apply to Townsfolk.
Method #2
Use counters 1-6. Roll a D6 to determine which # is the Traitor.
Once a Townsfolk card is drawn/found, randomly draw a counter from the pile.
If the # counter is NOT the Traitor #, then the Hero may take the Townsfolk Card.
If the # counter = the Traitor #, then the Hero immediately is killed. (Implying the Townsfolk turned on the Hero and killed them.)
The Zombie Player now may use the Townsfolk as a playable character. Place a Townsfolk Counter into space.
- Townsfolk have 3 wounds slots since they are Adults.
- Moves/Searches/Fights same as other Heroes.
- Zombie Hunger and Cards apply to Townsfolk.
These methods can be used during any Scenario as added difficulty.
Once again, I created this for my Solo play. Trying to create a Traitor element best I could.
Let me know what you think!