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Dead of Winter: The Long Night» Forums » Variants

Subject: Hail the Bandit King rss

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Henri Deveroux
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Pennsylvania
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So I don't normally use the Bandit module in TLN, feeling it adds mostly just artificial difficulty to an already difficult game. But I had an idea today and I was hoping to gather a few opinions on it.

After the initial setup, but before the first turn is taken, if you have the Betrayer objective you can choose to self exile and become The Bandit king. You draw an Exile objective and then follow the rules for an Exiled Bandit leader as stated in the rule book. I know it's really simple, but honestly I feel that the simpler something is the better.
 
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bronnyls
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I wanna give this a go.

By the time you find out who the betrayer is, and successfully exile them, I feel like there's probably not going to be much time for them to really do any damage as leader of the bandits.. so this would be a great way to see that side of the game in action!
 
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Arra Hepina
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bronnyls wrote:
I wanna give this a go.

By the time you find out who the betrayer is, and successfully exile them, I feel like there's probably not going to be much time for them to really do any damage as leader of the bandits.. so this would be a great way to see that side of the game in action!


Exiled betrayer doesn't actually become leader of the bandits anyway (page 17 in the rulebook). OP's suggestion would obviously remove the paranoia aspect from the game as the betrayer would reveal themselves right at the beginning, but I like the idea of the bandits being a bigger threat from the get-go.
 
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Henri Deveroux
United States
Pennsylvania
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Hepina wrote:
bronnyls wrote:
I wanna give this a go.

By the time you find out who the betrayer is, and successfully exile them, I feel like there's probably not going to be much time for them to really do any damage as leader of the bandits.. so this would be a great way to see that side of the game in action!


Exiled betrayer doesn't actually become leader of the bandits anyway (page 17 in the rulebook). OP's suggestion would obviously remove the paranoia aspect from the game as the betrayer would reveal themselves right at the beginning, but I like the idea of the bandits being a bigger threat from the get-go.


This was sort of my original idea. As the betrayer you /are/ the villain of the group as it were either way. So you get the choice, be the obvious and dangerous outside threat or the hidden dagger to strike at the back of your "friends".
 
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