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(+1)

The setup section is real hard to follow

(3-4 p.-1 b.c.; 5-6 p.-2 b.c.; 7-8 p -3 b.c.; Etc.)   I'm assuming this means you draw 1 black card for 3 or 4 players, 2 for 5 or 6, 3 for 7 or 8.  you might want to change this around a bit as I read it as -1 black cards at first, like you should draw less the more players you have.

If I'm also adding number of players +1 red cards for 4 players I'd have 5 red cards and 1 black card, when you distribute them among the players there's a 1/3 chance that no one is a traitor.  If traitors are a big part of the game running a game without any traitors might be a bit boring.

do you need to tap a card for an auto success before or after you roll?

does the gm reveal if there is a black card in the pile?  players would be able to figure it out with one pass and one success on the dice, but if both dice are over 4 or both are below 4 players would only know if the GM tells them.

When talking about how long a task takes you mention that failure adds a d6x10 minutes, but not how long a successful action should take, just "as long as assumed" which doesn't mean much to me.

Outside of the technical rules description I think this is pretty cool.  I love hidden traitor games, but I've never seen it combined with an RPG.  Very cool concept.

Thanks for the great feedback, thanks to such messages, I appreciate the power of words more and more. So, in turn, as to the first point, I changed the black card allocation list to a more readable one, secondly, my idea about the number of cards was different, but due to the inaccurate writing of this rule, it could be misunderstood, with 4 players we choose one black card, and then we select red cards to the number of players, i.e. if we already have one black card, then draw 3 red cards more, and at the end we add 1 red card. So in the end we have 1 black and 4 red cards. Of course, I changed the rules a little to make it more readable. And yes, there may be no traitors, but that was my goal as well, it will make more sense when I talk about betraying on rolls. The third thing, when it comes to the automatic passing of the test, it seemed logical to me that, if I write about it after the roll, then it is also obvious. But you are right it could have been confusing, so I corrected it too. As for the revealing cards, it is written in the rulebook "After reviewing cards, GM describes the result of the test and its consequences, without revealing if / or how many black cards have appeared." Thanks to this, the team is not always sure, if it was sabotaged, which also allows you to play without a traitor, because, we do not know, if he is really there, and accusing each other, in this type of games, is the core of the gameplay for me. As for the time lapse, it is also described in the manual, unless it is not obvious enough, then please write down what you do not understand. I write about it specifically in 2 places, at the beginning in the throws section "First, the GM informs the player how long the task will take.", And later in the notes for GM "GM decides every time lapse, except that due to a failure in a test. ". This means that the GM decides any time lost except for the failed throw. In conclusion, thank you again for your time in evaluating the game, it will make me pay even more attention to how I write the rules, especially since English is not my native language, which is why I am not always sure, if I am writing clearly enough. Hope you will also rate the revised version.