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Traitor mechanic (6 player game)
10-18-2013, 06:59 PM (This post was last modified: 10-18-2013 07:05 PM by ch82.)
Post: #1
Traitor mechanic (6 player game)
I saw this touched on once over at board game geek and I think it might be fun to introduce into a game. My take on it however is a little bit different. ** EDIT it seems like some others on this board have also thought something similar up by looking at old threads so this isn't really that original so sorry for that**

Requires: 6 players

Pick a scenario like any other but in this game you play with 5 hero players. Zombies is always much more fun when you don't have to share with another player anyway.

Secretly decide which player will be the traitor by passing out numbered tokens and whoever draws 5 will be the traitor for the game. Now the thing is that this player is not known by the zombie player at the start of the game so they are not working together. (I imagine the traitor character being someone who went insane or some other thematic insert)

Gameplay continues as normal except whoever is the traitor is actively trying to fail the scenario by whatever means necessary. I imagine the game progressing normally until such time as the traitor eventually makes an overt move such as shooting another character in the back or not playing an event card when it is really needed. Of course once the bad apple is found the others then they will want to kill them off just like they would a zombie hero. A hero killed by another hero does not become a zombie hero unless they have been bitten,etc. Zombie hunger rules still apply even after the traitor has been found out and bonus points to the zombie player if he kills the traitor and all the heroes.

Now the heroes can't totally be in the dark the entire time. They may be able to look at the token of another player to find out if they are good or evil by rolling a 6+ on movement when in the same space as another hero. This special action to check out another player is counted as a free action.

In addition several cards could serve to allow checking another players token. A couple of thoughts

1. I don't trust em - Roll 4 dice and check the token of any 1 adjacent character if at least one 6 is rolled.

2. Old Betsy - At any time, discard to place Old Betsy in any space on the board. No Zombie may move from that space this turn. In future turns, Zombies trying to move from that space must first roll a 5 or 6 to escape. Heroes moving through this space publicly reveal their identity token. When a Zombie escapes or a traitor is revealed, remove Old Betsy from the board.

I haven't really fleshed out the idea yet but I think it could make for a fun addition to the game.
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Traitor mechanic (6 player game) - ch82 - 10-18-2013 06:59 PM
Traitor mechanic (6 player game) - Russ - 10-20-2013, 12:07 AM

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