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Subject: Traitor Cards rss

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I have questions about preparation the game. How do you deal traitor cards? I know everyone got 4 and take 1 for the game, Harkonnen gets every 4 he/she got. But how you deal them? Because you can have your own leader card in traitors and use it for safety. However If you deal all traitors at once this situation never happens..

Do you have any fair solution for it?
 
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Chris Schumann
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The original has no traitor cards - your leader discs are used instead.

Mix all the leader discs together and each player draws 4. You may choose 1 of those that belongs to another player (if you drew any) as your traitor.

This means that you know the other 3 that you see are not traitors. This is especially useful if they belong to you, but you can also save this information for later.

The discs are then returned, mixed, flipped over, and each player collects her own.
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Ok I got it now.

But how about Harkonnen? He take all 4 leaders as traitors. If he pick his own they are useless - he got the same information as others.

And If any other player got 4 leaders of his own faction - then he got no traitor and he just knows that they can't be traitors - only this?
 
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Craig C
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I believe if you draw all of your own leaders, you get to draw again, but only once.

So there is a remote chance that a player won't have any traitors. As the other poster said, if you draw 2-3 of your own leaders, it's handy information, too, because you now know which of your leaders are not traitors.
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Raithyn
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We've just always played that the Hark player keeps their four even if they got all their own leaders. The threat is enough to keep most players on edge since even if you get away with playing a leader once, that's no guarantee that the Hark isn't just holding back for a more important battle and losing to the Hark can get nasty with their capture ability.
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Craig C
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raithyn wrote:
We've just always played that the Hark player keeps their four even if they got all their own leaders. The threat is enough to keep most players on edge since even if you get away with playing a leader once, that's no guarantee that the Hark isn't just holding back for a more important battle and losing to the Hark can get nasty with their capture ability.


That's the way it's supposed to be played, and it's "fair" in the world of Dune. Not everyone's guaranteed to get a traitor, and you have to adjust your strategy accordingly.

It's handy info to know that four of your leaders can't be traitors.
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The more of your own leaders you get, the better the advantage. Calling a traitor on another player happens rarely, but having a leader to play in battle that you know cannot be called traitor is useful in every battle that you fight.
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bird94us wrote:
I believe if you draw all of your own leaders, you get to draw again, but only once.


This doesn't work, everyone would have to re-draw instead. If just 1 player did it, not only would they know their safe leaders, but they'd get a traitor out of it as well.
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