Dave Winfield
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You are a group of the king's guard assigned to escort a lord from the city to an outlying castle. This journey will take several nights to traverse. Each night, the guards take shifts to safeguard the lord and his possessions, including the coffer full of gold coins. There is rumor that some of the guards are corrupt but nothing has ever come of it. Escort the lord without incident or the King may have your heads!

A rough draft of the rules are here.
The pnp cards are here.

First, the numbers will be tweaked through playtesting to balance the game. And obviously more roles can be added if this looks like something people are interested in.
 
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Jessey
Canada
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I also purchased this and do not know what to do with it!
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Re: Is this idea too close to The Resistance?
Two notes:

1. If honourable guards are allowed to exchange their coin card for a steal card, then the game is degenerate and honourable guards always win.

2. By prohibiting players from discussing the content of the hand they were given you have prohibited players from discussing 90% of the information they have about the other players. I know why you do it though, because a dishonourable guard sandwiched between two honourable ones in turn order is immediately detected by this information. A possible solution is to allow players to choose the turn order when they take the shift (instead of letting players elect not to be the one on duty). Not sure if that would ultimately help, but it would give more information since corrupt guards want to be paired up to make it easier to hide who is stealing.

 
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Dave Winfield
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Re: Is this idea too close to The Resistance?
Yeah honorable guards cant steal, they always have to exchange a coin for coin. Not sure if when I explained that it wasn't clear.
Honorable = coin for coin
Key holder = coin for key
Corrupted = coin for steal/coin


Yeah I am not sure if the mechanic will fall on its head since if I allow discussion of what was in their hand at the time it is very hard for corrupted guards to get away undetected and it defeats the purpose of passing the hand around.
 
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Jake Staines
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Grantham
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Re: Is this idea too close to The Resistance?
Vallenbrosa wrote:

Yeah I am not sure if the mechanic will fall on its head since if I allow discussion of what was in their hand at the time it is very hard for corrupted guards to get away undetected and it defeats the purpose of passing the hand around.


How about: Each player takes half the hand, or a third of the hand, and does their exchange with that. Then that part-hand is shuffled back into the main hand before the next half- or third- hand is passed to the next player on the shift.

Like this the corrupt guards may just not be seen by the subsequent watch, even if they've stolen... you only know it definitely happened at the end of the night when the Lord comes angrily out of his tent and yells a lot. Equally, just because you got dealt a hand of coins doesn't mean that the guards ahead of you are necessarily all honest.
 
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Dave Winfield
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Re: Is this idea too close to The Resistance and does it even work?
Bichatse wrote:
Vallenbrosa wrote:

Yeah I am not sure if the mechanic will fall on its head since if I allow discussion of what was in their hand at the time it is very hard for corrupted guards to get away undetected and it defeats the purpose of passing the hand around.


How about: Each player takes half the hand, or a third of the hand, and does their exchange with that. Then that part-hand is shuffled back into the main hand before the next half- or third- hand is passed to the next player on the shift.

Like this the corrupt guards may just not be seen by the subsequent watch, even if they've stolen... you only know it definitely happened at the end of the night when the Lord comes angrily out of his tent and yells a lot. Equally, just because you got dealt a hand of coins doesn't mean that the guards ahead of you are necessarily all honest.


Oooh yeah I like that, maybe have 6 coin cards. "It is late at night, the tired guard half-hazardly checks up on the lord and the coffer to ensure everything is safe and secure." They pick 3 of the 6 and after a player exchanges their cards but before handing off to the next player they shuffle all 6 back together, the next player is able to look at the top 3 cards and make their exchange shuffles all 6 back together and so on...

Then in the morning, the cofferer "takes inventory" and all 6 cards are revealed to everyone. Then voting occurs if any coins were stolen and players can discuss what was in their 3 card hand at the time.

This would later allow roles that can look at more cards and such. I think I may have a fun game here!
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Dave Winfield
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Made a rough draft of the rules and pnp cards with some of the discussed ideas. Let me know what you think.

Edit: added some scenarios and one new role to the rules (see bottom of the rules for full details).
 
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Dave Winfield
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Made some rules revisions and updated the links in the OP. If you think of any interesting roles you would like to see let me know.
 
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Nic Chilton
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Leeds
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So there isn't a maximum number of nights? The game could take a maximum of 2 x players, based on one corrupt taking one coin every other night, or have I missed something?

What happens if a noble guard picks up cards that doesn't contain any coins - they can't swap coin for coin?

The scenario cards look good, how about the night cards be a draw deck, could have phases of the moon and on a full moon the moon light rule is played, and new moon the pitch black rule is played?
 
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