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Subject: Rolesets for various player counts? rss

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Clyde W
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Hi! I have played this game with 6 and here's the roleset we used:

Pres
Daughter
Blue
Bomber
Martyr
Red
PI
(one buried)

I am playing on Thursday with 9 or 10 (most likely). What are some fun rolesets to try at 9? At 10?
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JEREMY JINKERSON
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@10:

President / Bomber
Doctor / Engineer
Red Team / Blue Team
Shy Guys
Frotteur
Prude

President / Bomber
Doctor / Engineer
Red Team / Blue Team
Angels
Devils
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Clyde W
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On Facebook, the designer listed this as good for 9:

Quote:
1.) President
2.) Daughter
3.) Bomber
4.) Martyr
5.) Engineer
6.) Tinkerer
7.) Doctor
8.) Nurse
9.) Any grey (try Hot Potato or Zombie or Traveler)
10.) Any grey (try Private Investigator)
Bury one.
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Jesse Chapman
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clydeiii wrote:
On Facebook, the designer listed this as good for 9:

Quote:
1.) President
2.) Daughter
3.) Bomber
4.) Martyr
5.) Engineer
6.) Tinkerer
7.) Doctor
8.) Nurse
9.) Any grey (try Hot Potato or Zombie or Traveler)
10.) Any grey (try Private Investigator)
Bury one.


At this point are there any role descriptions?
 
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Caitlin
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waitreally wrote:
clydeiii wrote:
On Facebook, the designer listed this as good for 9:

Quote:
1.) President
2.) Daughter
3.) Bomber
4.) Martyr
5.) Engineer
6.) Tinkerer
7.) Doctor
8.) Nurse
9.) Any grey (try Hot Potato or Zombie or Traveler)
10.) Any grey (try Private Investigator)
Bury one.


At this point are there any role descriptions?

The rules are waiting to be approved. The descriptions should be there.


From "Getting the rules":

seanmccoy wrote:
Just a quick update, we are both totally good with posting the rules. I've just uploaded a PDF to BGG, so I'll check in again once it gets approved!
 
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Edna Lindebury
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Played my first five games tonight! With 17 we had a lot of fun with:

1. President
2. Bomber
3-4. Criminal
5-6. Psychologist
7-8. Immunologist
9. Hot Potato
with 4 vanilla red/blue team members

We weren't sure exactly how the hot potato and criminal would work if revealing to each other. Our ruling was that the hot potato could never be shy so if the two co-revealed, they would switch and the criminal would become shy (as he was the target of the shy-ing in the first place). Also weren't sure on if criminal shying would transfer with the role when switching with the hot potato. Figured it did, but we didn't want to deal with having to whisper to the person that they're shy (as this was our first sitting of the game) so we treated the hot potato as a magical cure for shyness

Fugitives and spies in the same game makes things quite interesting.

With 16 we also enjoyed:

1. President
2. Bomber
3-4. Angel
5-6. Devil
7-8. Paparazzi
9. Intern
10. Rival
with 3 vanilla red/blue team members

Mostly because the paparazzi were causing so much commotion that the blue devil and another blue player were able to trick the red people in our room for the last round into thinking they were on their team (blue actually had the majority). They let them have the leadership until the very end to glean as much info out of them as possible. Funny thing is that the other room had a blue leader for the last two rounds (I knew for the second to last as I was the blue angel and talked the leader into sending me over). Guess they just kept the same leader for a couple of rounds and never actually tried usurping? Or maybe they had grey's siding with them? Either way, pretty funny and a great time overall
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Alan Gerding
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Quote:
We weren't sure exactly how the hot potato and criminal would work if revealing to each other. Our ruling was that the hot potato could never be shy so if the two co-revealed, they would switch and the criminal would become shy (as he was the target of the shy-ing in the first place). Also weren't sure on if criminal shying would transfer with the role when switching with the hot potato. Figured it did, but we didn't want to deal with having to whisper to the person that they're shy (as this was our first sitting of the game) so we treated the hot potato as a magical cure for shyness


I love that people are playing our little game! This is SO AWESOME!

So, on the question of Hot Potatoe vs. Criminal:
Powers always happen, simultaneously. So technically, when the CRIMINAL (player A) co-reveals with the HOT POTATO (player B), then playb B becomes shy while player A becomes the HOT POTATO. This means that you would have a shy CRIMINAL (previously a HOT POTATO), and a non-shy HOT POTATO (previously a CRIMINAL).

I hope this helps! Keep the stories, feedback, suggestiosn, and play sessions coming.
 
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Caitlin
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Doberman wrote:
I love that people are playing our little game! This is SO AWESOME!

So, on the question of Hot Potatoe vs. Criminal:
Powers always happen, simultaneously. So technically, when the CRIMINAL (player A) co-reveals with the HOT POTATO (player B), then playb B becomes shy while player A becomes the HOT POTATO. This means that you would have a shy CRIMINAL (previously a HOT POTATO), and a non-shy HOT POTATO (previously a CRIMINAL).

I hope this helps! Keep the stories, feedback, suggestiosn, and play sessions coming.

So, the shyness applies to the player, not the role?
 
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Alan Gerding
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Quote:
So, the shyness applies to the player, not the role?


Correct! That is true with all powers.
 
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Got to play a few rounds today with 8 players. We tried a "base" game one with just the President and the Bomber, and it was good for teaching, but not terribly interesting.

2nd round we tried:
-President
-Doctor
-2x Blue

-Bomber
-Engineer
-2x Red


It went ok, but I think luck of the initial rooms played a large factor with so few people, rounds, and hostages moving around.


3rd round:
-President
-Daughter
-Identity Thief
-Blue

-Bomber
-Martyr
-Identity Thief
-Red

-Hot Potato

Entertaining, but the swapping roles made things a little weird.

For the general audience, I think having good rolesets at the 6,7,8 player counts is going to be quite important. I know with Resistance, we tend to see the most games at the 5,6,7 player range.

Would love to see other's opinions on the "best" sets for 6,7,8 players.
 
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Caitlin
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Going over some of my notes from when I played with a 7 player group. I started to write down fun sets:

- President
- Shy Guy
- 2x Blue

- Bomber
- Shy Guy
- 2x Red


That's 8, so we had to bury a card. To make sure the President/Bomber wasn't buried, we shuffled the deck without those two cards first (6 cards), removed a card (5 cards left), then added those two cards in (now 7 cards), shuffled and passed out.

We played the same set twice, and everyone really liked it; I'm not sure what was so fun about it, but everyone agreed it was a good set. We decided to move on to try new roles, though.

Another set that was interesting:

- President
- Doctor
- 1x Blue

- Bomber
- Engineer
- 1x Red

- Zombie

I was the President, and by the time I had found the Doctor, he was already a Zombie.
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Clyde W
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nolemonplease wrote:
Going over some of my notes from when I played with a 7 player group. I started to write down fun sets:

- President
- Shy Guy
- 2x Blue

- Bomber
- Shy Guy
- 2x Red


That's 8, so we had to bury a card. To make sure the President/Bomber wasn't buried, we shuffled the deck without those two cards first (6 cards), removed a card (5 cards left), then added those two cards in (now 7 cards), shuffled and passed out.

We played the same set twice, and everyone really liked it; I'm not sure what was so fun about it, but everyone agreed it was a good set. We decided to move on to try new roles, though.

Another set that was interesting:

- President
- Doctor
- 1x Blue

- Bomber
- Engineer
- 1x Red

- Zombie

I was the President, and by the time I had found the Doctor, he was already a Zombie.
Why not just play with Daughter and Martyr in place of the Regular Blue and Regular Red?
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Alabaster
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clydeiii wrote:
nolemonplease wrote:
Going over some of my notes from when I played with a 7 player group. I started to write down fun sets:

- President
- Shy Guy
- 2x Blue

- Bomber
- Shy Guy
- 2x Red


That's 8, so we had to bury a card. To make sure the President/Bomber wasn't buried, we shuffled the deck without those two cards first (6 cards), removed a card (5 cards left), then added those two cards in (now 7 cards), shuffled and passed out.

We played the same set twice, and everyone really liked it; I'm not sure what was so fun about it, but everyone agreed it was a good set. We decided to move on to try new roles, though.

Another set that was interesting:

- President
- Doctor
- 1x Blue

- Bomber
- Engineer
- 1x Red

- Zombie

I was the President, and by the time I had found the Doctor, he was already a Zombie.
Why not just play with Daughter and Martyr in place of the Regular Blue and Regular Red?

I was a little confused at first as to why the daughter and martyr existed at all, and why we couldn't just always do it Caitlin's way, but I think using the daughter and Martyr usually works a little better.
In a smaller game, the daughter/martyr add more suspense and interaction for most people, because you've got a role that probably has no effect, but MIGHT be important. It can affect the strategies of the whole room...
But then you add the zombie! Zombies will pretty much always win if everyone thinks they might be special and need to coreveal.
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Caitlin
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clydeiii wrote:
nolemonplease wrote:
Going over some of my notes from when I played with a 7 player group. I started to write down fun sets:

- President
- Shy Guy
- 2x Blue

- Bomber
- Shy Guy
- 2x Red


That's 8, so we had to bury a card. To make sure the President/Bomber wasn't buried, we shuffled the deck without those two cards first (6 cards), removed a card (5 cards left), then added those two cards in (now 7 cards), shuffled and passed out.

We played the same set twice, and everyone really liked it; I'm not sure what was so fun about it, but everyone agreed it was a good set. We decided to move on to try new roles, though.

Another set that was interesting:

- President
- Doctor
- 1x Blue

- Bomber
- Engineer
- 1x Red

- Zombie

I was the President, and by the time I had found the Doctor, he was already a Zombie.
Why not just play with Daughter and Martyr in place of the Regular Blue and Regular Red?

Erm, I don't know why we didn't do that. My notes were very vague, but that seems like it would make more sense.
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Agent Emme
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My guess is you didn't include the President's Daughter/Martyr cards because they would dilute the deck.
 
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Edna Lindebury
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Doberman wrote:

So, on the question of Hot Potatoe vs. Criminal:
Powers always happen, simultaneously. So technically, when the CRIMINAL (player A) co-reveals with the HOT POTATO (player B), then playb B becomes shy while player A becomes the HOT POTATO. This means that you would have a shy CRIMINAL (previously a HOT POTATO), and a non-shy HOT POTATO (previously a CRIMINAL).

I hope this helps! Keep the stories, feedback, suggestiosn, and play sessions coming.


Thanks for your help! I actually had another rules question posted in its own thread about the zombie. If you could check that out as well, I'd certainly appreciate it! meeple
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Alan Gerding
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ErintheRed wrote:

Thanks for your help! I actually had another rules question posted in its own thread about the zombie. If you could check that out as well, I'd certainly appreciate it! meeple


No problem! Thanks for playing. However, I'm having trouble locating your other question about the Zombie. Maybe the following will answer your questions:

-When a Zombie team member reveals (co or color) to another player, that player keeps their powers, but their allegiance changes to team Zombie. This means that Blue Team still wins if the Zombie President wins. Red Team still wins if their Zombie bomber explodes the President (whether Zombie or not). If the President/Bomber doesn't co-reveal with the Doctor/Engineer by the end of the game, the Blue/Red team still lose, regardless of Zombie affiliation.

-If everyone is a Zombie, it is a guaranteed win for all players. As a Zombie, try convincing everyone of this. It can be fun.
 
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