Hey everybody,
Been working on a game involving traitors (like Battlestar Galactica, The Resistance etc) for quite a long time already, and theres one problem I've been struggling with, and hopefully you could have some answers. :)
In games like Battlestar Galactica and The Resistance, theres a core mechanic that allows for the traitors to work in (mostly) secret:
- BSG got skill cards that are added to a pile by the players + 2 that are drawn from a random deck. If the modifiers on the cards dont pass a certain value, the crisis fails.
- In The Resistance players get 2 mission cards, fail & succeed. The players on the mission play one of those cards into a pile. If one fail card is included in the pile, the mission fails.
I'm struggling to figure out a good core mechanic like this, and I've tried different mechanics but can't find anything that really works like these two does.
What other type of mechanics like this do you know of? That lets players do some sabotage actions in secret, but also make players able to slowly figure it out.
Doesn't have to be with cards, tokens or any other thing also works.
Any info about existing mechanics will help me to figure out stuff myself, I might not just know about enough of them :)
Thanks in advance!
Thanks for the input guys.
The "Mansions" game you're looking for is Mansions of Madness. One of the maps/missions included in the base game have cards that might turn a player to the other side.
(Edit: just after posting I figured out you could probably mean Betrayal at House on the Hill http://www.boardgamegeek.com/boardgame/10547/betrayal-at-house-on-the-hill)
And to comment on the 3 points you made Orangebeard;
1. I haven't determined this, since this is one of the problems I'm struggling with. However, I'm trying to incorporate both: You can actively sabotage for the others, but do so in a way that the others don't immediately know who did it. AND you might have cards or other stuff that might help in some situations but you hold on to it and claim you can't etc.
2. Kinda answered in the previous point. I don't want players to immediately know who is sabotaging it. Instead you wouldn't know who played a certain "bad card" OR like you said, you'd have a reason for playing it (You're forced to play one, and you "only had bad cards")
3. Yes, flexibility is key. Sometime you have to work for the team to gain trust etc, and instead strike (silently :o ) when it hurts the most :)