These rules are a work in progress, with possible more changes to come, but they have been playtested
Traitor Race rules
By Rich Hutnik (Copyright 2012)
Game #31 in the Games on Half a Checkerboard Series
This game is a traitor game for 2 players. In the game, there may or may not be a traitor.
Number of players for game: 2
Game objective: As the non-traitor, to win the race. As the traitor player, to lose the race.
Equipment used in game:
* Half a checkerboard: The board is 8 spaces long and 4 spaces wide (# is a space on the board). Letters on side are used for notation purpose in the rules only:
# # # # # # # # D
# # # # # # # # C
# # # # # # # # B
# # # # # # # # A
1 2 3 4 5 6 7 8
Pieces will navigate 31 spaces, starting on A1 and ending up on D1. They navigate as follow: Pieces move off A1, and then advance right one space at a time to A8, then advance one space to B8, then advance to the left, one space at a time, from B8 to B1. Pieces then move from B1 to C1 and then advance to the right one space to C8, and then after landing on C8 they advance to D8. After landing on D1, they then advance to the left, one space at a time, ending the game after landing on D1.
* 3 checkers for the non-traitor side, and 3 for the traders side (one set of 3 checkers is one color, and another set of 3 is another color): Stacks of checkers are used to mark position in the race. In these rules, the checkers are black and white.
* Two deck of playing cards, preferably with the same back. A-6 will be used for all four suits, with these cards having a value equal to the number they have on them, and the Ace having a value of 1. In addition, set aside 3 Kings (player is dealt one, they are not a traitor), and two Jokers (player dealt one of these is a traitor), used determine if a player is a traitor or not.
Put all 6 pieces on the start spaces. Shuffle and deal 3 cards to each player. Each time the deck is depleted it is reshuffled. Randomly determine start player.
Rules of play:
* Player (non-traitor) side goes first. Target score to beat at start of turn is zero, which means any play of cards will be successful. After performing their turn, the dummy player goes. Play proceeds as follows until one side wins the race. During a turn, a player can do one of the following actions: End turn, Quit, Accuse other player of being a traitor, or press their luck. Players should discuss and persuade on what action to take during a turn, before doing it. During a player's turn, one player will do the following, then the dummy player goes, and then the other player goes. Play alternates in this manner until the game is over. Play consists of one of these two types of move types being made, either press luck or accuse:
* Press luck:
- Option 1, End turn: If player whose turn it is decides on the turn for the players stop and the player/non-traitor side advances the bottom two of their pieces to the space the advance marker piece is on. Players also discard their hands face down and draw 3 new cards.
- Option 2, Quit: If a player quits, then they are out. The then pass their remaining cards to the other player. That player then will, when pressing their luck, play two cards from their hand, and replenish their hands to hand size of six when they replenish their hand. A player may only quit the game if they are a traitor. When quitting their reveal that they were a traitor. The player who quits discards their cards, rather than passes them to their opponent, and their opponent would then later replenish to 6 cards when they replenish. After quitting, then play proceeds to the turn of dummy player.
- Option 3, Press your luck. Play goes as follows, with exceptions above overriding:
* Each player picks one of their cards and puts it face down into a pile. Deal out two cards from the deck face down into the pile, shuffle this pile and discards a card. The reveal. Target score needs to beat at start of turn is zero. It also resets back to zero after a player(s) clear out their hand(s). For each successful attempt to press their luck, the single piece on top of the remaining piece of the non-traitor side, at the start of the turn, advances one space, advancing over the traitor side's pieces, if need be. The revealed total of 3 cards needs to exceed current target score. If it does, then the target score is reset to zero.
* If during a player's turn, the player fails to beat target score, the non-traitor top piece moves back on top of the remaining two pieces, and all cards are discards, and players still in game are dealt 3 new cards (or 6, if conditions described above state to do so).
* Accuse other player of being a traitor:
- If player revealed is a traitor, then they are eliminated. If player revealed is a traitor, and player accusing them of being a traitor is a traitor and the non-traitor side is losing, then the remaining traitor player wins the game.
- If player revealed is not a traitor, then the accusing player is eliminated. If the player accusing is a traitor, then the player revealed gets the cards of the traitor player and will be dealt 6 cards when the non-traitor player gets dealt new cards. If the player who did the accusing is not a traitor, then the accusing player discards their cards, and the remaining non-traitor player does not get their cards, and will only play with a hand size of 3, instead of 6 cards remaining part of the game, and no cards are discarded.
- Note: In the case where a traitor players is eliminated by a non-traitor player, the non-eliminated traitor player then gets the card of the 3 cards of the traitor player, and gets a turn of pressing their luck.
Traitor (dummy player's) turn:
* Target score for dummy player starts at zero.
* Each turn, until dummy player fails, turn over 4 cards, and discard a card such that the total of the remaining cards is exceeding the target number, if possible.
* If dummy player didn't fail, then advance dummy player's piece one space, passing over the non-traitor player's piece(s). Change the target this new number. The set of dummy pieces pass over the non-traitor's stack of pieces, rather than land on them.
* If dummy player failed, then the turn of the dummy player is over. Failure means that it was not possible to come up with a total with 3 of the four cards that exceeded the total of the target score.
* This play continues until dummy player fails. At point of failure, the player's turn is done.
How the game ends:
Game is over when either the traitor or non-traitor side wins the game, by reaching the target goal area with their set of pieces, in which case the player(s) on the appropriate side wins the game. The game can also end if the traitor player reveals another traitor in the game and the traitor side is leading in the race.
For harder chance for non-traitor side to win, have the target score for dummy player to be meet or exceed target score. For an easier game for the non-traitor side to win, have the players meet or exceed their target score.
- Last edited Sat Sep 22, 2012 8:55 pm (Total Number of Edits: 3)
- Posted Tue Aug 21, 2012 5:52 am
Re: Work in progress rules for Traitor Race...
I will be updating these rules as time goes on and welcome feedback below on where things may be unclear. I will often just delete content of the initial post and and replace it with entirely new text, if the edits are quite large.
Again, this is in need of more playtesting.
- Last edited Tue Aug 21, 2012 4:33 pm (Total Number of Edits: 1)
- Posted Tue Aug 21, 2012 4:32 pm
A PDF with updated rules has been uploaded.