Nathanial Barnes
United States
Montgomery
Pennsylvania
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The most common route of sabotage is messing with the crisis contribution cards. But each card had the location it was found, so all you have to do is look to see where the wrong card came from and see which character is in that location. In our 3 player games, our characters are usually all spread out in the different locations without any overlap, so it's clearly one person that contributed the wrong card. Anyone else find this to be true in their games?
 
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Xenothon Stelnicki
United States
Gainesville
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Good betrayers almost NEVER bomb the Crises unless it's their endgame double-turn.
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GeekInsight
United States
Whittier
California
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xen911 wrote:
Good betrayers almost NEVER bomb the Crises unless it's their endgame double-turn.


I'm not sure about that.

In any event, that's why Starter cards are the best for betrayers. Typically, you'll want to hold onto as many starters as possible solely for bombing the crisis.

There have been some proposed variants where you randomly take two or three cards from each deck, shuffle them up, then randomly put them back on each pile. That way, you might get a Library card in the Gas Station. That gives a betrayer deniability and prevents the other players from guessing them immediately. Haven't tried that myself, though.
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Joel Carson
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wilderwolf wrote:
The most common route of sabotage is messing with the crisis contribution cards. But each card had the location it was found, so all you have to do is look to see where the wrong card came from and see which character is in that location. In our 3 player games, our characters are usually all spread out in the different locations without any overlap, so it's clearly one person that contributed the wrong card. Anyone else find this to be true in their games?

If you are the betrayer and the only person that went to location X, never ever EVER spike a crisis with a card from that location. That's just bad strategy. The game gave you five starting items for a reasons, and there's a reason they are not helpful in most (any?) betrayer agendas.

But, I think avoiding spiking crises as the betrayer is better. There's enough ways to drop morale without it.
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David "Davy" Ashleydale
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Oakland
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Yes, it's just poor play for a betrayer to spike a crisis with a card that no one else could have gotten. As betrayers get better in your group, you should see that less and less.
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E Shada
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or it may be a good idea for the betrayer to share locations with other people too. There is no reason a player has to stick to their own location. I know in games I play at least 2 players go to the police station to get a gun.
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