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Shadows over Camelot» Forums » Rules

Subject: Allowable table talk regarding identity of the Traitor ??? rss

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Dan Fielding
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After reading various threads about traitor strategies, it seems to me that if players are allowed to talk about who the traitor might be, it will significantly reduce the traitor's chances of remaining hidden. Opinions?

Seems to me that revealing the traitor (too early) reduces the fun of playing the game, especially for the traitor.
 
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ackmondual
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Gronak wrote:
After reading various threads about traitor strategies, it seems to me that if players are allowed to talk about who the traitor might be, it will significantly reduce the traitor's chances of remaining hidden. Opinions?

Seems to me that revealing the traitor (too early) reduces the fun of playing the game, especially for the traitor.
Ironically enough, it's because outing the traitor too easily is why you shouldn't do it, or at least "tone it down". An accused traitor also makes the game much more difficult for the knights, and at this point, I think that player is well within his bounds of conduct to actively harm the knights (this would NOT go against the spirit of being hidden)
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Dan Fielding
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Actually the allowable table talk in general will affect the ability of the Traitor to win.

Without a Traitor, "more" table talk makes it easier to win, but doesn't disadvantage any player.

I see lots of posts saying "my group does xxx this way, and everyone knows it means yyy."

But the Collaboration rule says you cannot reveal "specific game information not READILY available." So many groupthink conventions actually violate that rule, to the detriment of a Traitor player.

If the game were balanced, the Traitor would win half the time. Otherwise, he needs to resign himself to the role of a gamesmaster who is trying to make the game entertaining & challenging for the other players.

Makes me wonder about the possibility of a variant where there is an Evil player who is opposed to the group. He might hold a hand of black cards, and a player would choose between dropping a seige engine or letting the Evil player choose a card from his hand. He should probably deal out the Loyalty cards and know who the Traitor is (if any occurs) so he can subtly aid him. Maybe have some control over the new types of cards in the expansion that interrupt travel.

see also:
https://boardgamegeek.com/article/24267139#24267139
 
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Eric Clason
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Gronak wrote:
If the game were balanced, the Traitor would win half the time. Otherwise, he needs to resign himself to the role of a gamesmaster who is trying to make the game entertaining & challenging for the other players.
IMO you are wrong about this. Balance is less of an issue in co-op games. Even in some team games, some teams have less a chance of winning than others. For example in BANG!, the outlaw has a much smaller chance of winning than the other 2 teams. This makes it extra sweet to win as the outlaw.
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