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Calcitrix
Junior Member

Posts: 1
Registered:
June 2006
House rules ideas for fighting the traitor? Wed, 28 June 2006 06:44
I'm still fairly new to the game, but knowing the way my friends play any given game, we're probably going to make some house rules. I thought that having a revealed traitor become a quest might be a good idea. Any thoughts on how this should be done? Obviously a revealed traitor doesn't get to turn two swords at the end of the game but a white sword goes on the table. Does this make sense to you all:

Solo quest, fight the traitor
victory = two white swords, and the traitor dies; defeat = two black swords and all knights discard a white card, and the attacking knight loses a life point.

The traitor keeps his white fight cards, and if he forces a knight to discard as his traitor move, and they choose to give up a fight card, it goes into his hand. Any single knight may challenge the traitor once revealed, throwing down however many fight cards he wishes. The traitor places his fight cards, and the winner is determined by points.

Thoughts on this--the knights, if they delay, could end up making it more difficult for themselves. If they attack right away, they may have a better chance. But if the traitor has worked his hand right before being revealed, he probably will have kept high value fight cards and used lower ones to subvert quests and should have a good number of points. It seems like it should be fairly balanced.

The point of this would be to discourage the traitor simply overwhelming Camelot with seige engines every turn and encouraging him to use the "discard" move more often, just in case he's attacked. However, the loyal knights may not decide to attack him at all--it makes the traitor have to work harder and makes his position a little more uncertain. Likewise, if the knights get sick of the traitor putting down siege engines constantly, they can try to get rid of the traitor entirely rather than having him be unkillable.

So, my question is: Does it sound like this will help or hinder? Make the game more interesting or worse? I think it sounds like a good idea, but I haven't played enough to be sure. Any suggestions?
      
Sagrilarus
Member
First Lieutenant

Posts: 43
Registered:
January 2005
Re:House rules ideas for fighting the traitor? Mon, 10 July 2006 19:47
We fight the traitor by pelting him with peanut M&Ms until he leaves the room. Given the short range of the attack, it usually doesn't take long.

Sag.


      
Myxlstyx
Junior Member

Posts: 27
Registered:
March 2006
Re:House rules ideas for fighting the traitor? Fri, 14 July 2006 07:12
My opinion is that having the traitor keep his cards can have a really bad impact on the game itself. I mean, if the traitor has a lot of cards when he is revealed (though I don't think i've EVER seen a revealed traitor in our games) those cards AREN'T getting shuffled back in. That can really change some of the strategy of being the traitor, keeping all these cards so the knights can't have them even if they do accuse him/her. That just spells bad news for the knights.

That's just my 'top of the head' opinion. But of course, I've never had a revealed traitor to know the difference. Smile
      
atefec
Senior Member

Posts: 318
Registered:
August 2005
Re:House rules ideas for fighting the traitor? Wed, 19 July 2006 13:47
Calcitrix schrieb am Wed, 28 June 2006 06:44

So, my question is: Does it sound like this will help or hinder? Make the game more interesting or worse? I think it sounds like a good idea, but I haven't played enough to be sure. Any suggestions?

We played several games including a traitor till now, but managed only once to reveal him. If a traitor plays without attracting attention and just inefficient it is really hard to catch him. So I would guess that your quest "fight the traitor" couldn't take place very often.

Quote:

But if the traitor has worked his hand right before being revealed, he probably will have kept high value fight cards and used lower ones to subvert quests and should have a good number of points. It seems like it should be fairly balanced.

This point could be a problem. Of course the traitor will collect high value fight cards as long as he is unrevealed, just to be prepared for the fight. So any knight who wants to fight the traitor will need many high value fight cards, too. These fight cards don't grow on trees and they are already needed for all the combat quests on the table. So if the traitor and a knight are collecting high cards, the other knights will really miss them.

Probably this could be a variant... Three knights could gather to fight the traitor. One knight starts the attack, the other two can help him with a limited number of own fight cards. Don't know if this could work. Anyway I believe that the situation, where a traitor is revealed and seriously could be attacked, is very rare.

Have fun!

atefec
      
    
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