Hey,
I've been working on a semi coop game but there is one mechanic im having problem solving.
A brief description about the game:
Players take control over one or more characters and work together to try and make it to the end of the game. But theres always one (only one) player that is a traitor.
Each game round the players move around different locations and at the end of each round the players have to play cards at each location they visited. Each locations deck is then shuffled and one by one they are revealed, so that no one knows who played which card. The normal cards just add or remove problems for the players.
So normally the players are attempting to play "good" cards but the traitor attempts to play "bad" cards. This all works fine, but theres one problem, the traitor should have access to one special card per other character in the game, that he can play to "kill off" the other characters, by playing them (instead of the normal cards) in locations that the other players are or have been in.
So how should the traitor aquire these without the other players knowibg who the traitor is. There can be up to 10 characters in the game, so he should have access to 10 cards.
If i add them to the normal deck, he might be unlucky and not draw any of them during the entire game.
If i add several copies of the cards to the deck, what should the other players do when they draw those cards?
If i give all of them to the traitor in the beginning of the game, then his entire hand will be huge, as he needs all of them and some normal cards. And every other player needs the same sized hand, so there isnt a difference in the amount of cards. And the other plsyers shouldnt get that many cards as it would be too easy for them then.
Preferably there wouldnt be 1 card per character, but how could the traitor pick out one specific character without it?
I tried a system where the was several of each char kill card in the deck, and each player drew 5 cards and discarded 3, this way the normal players would discard the kill cards but give the traitor a good chance of getting them. This was however not streamlined at aall and felt clunky.
Any help is really appreciated!
Thanks!
SuperioR
Thanks for the idea!
This really seems like an idea I ought to try out, the biggest problem (i suppose) is that there would be a lot of information (even if you use simple icons) on the cards if there are different effects for several locations.
The way the good / bad cards work now is that each location is one of 4 colors, and if the card is of the same color its "good" else its "bad". If players would have a limited hand of cards, this would mean the players are forced to play bad cards every now and then, theyd just have to try and play it a location that hasent been affected by bad stuff earlier etc...
But as the cards now are simply only color coded, adding lots of icons would make it a bit more complex.
Ill try it out though as it sounds its better than earlier ways ive tried.
Thanks!