Yes, the card limitation is definitely in the rules. That was my bad. Just one of those funny things that happens when you as designer hand off a game... sometimes changes are made in devlopment that you are unaware of. My apologies if my previous answer caused confusion.
Given the card...
Hi JP,
I'll start by addressing your comment. I've submitted the expansion set to Mongoose and hopefully it will be coming out soon. In it I recommended to Mongoose that you are out of the game if you lose your last clone (you do not win) and -- big change -- that Traitors automatically lose...
Shnar,
Here's some errata I sent with the expansion set to Mongoose:
Noble Sacrifice – This card was a misprint. Noble Sacrifice lasts for the duration of the entire Card Play phase.
I believe the armor card should also last for the entire Card Play phase.
The Team Leader can only only end a mission if it is "Successful" at the start of his turn. He may not end a mission early in a "Failure" state. He does not have to end it. This is optional.
Example:
Motivate Volunteers to Test New Improved Bouncy Bubble Beverage
Mission: Assign 3 Wound...
Below is one of the new rules I want to add in the expansion:
*NEW* -- Deal Cards phase: All players (including dead players) must discard their remaining Action cards at the end of the Card Play phase. They receive a new hand during the Deal Cards phase.
That said, there is no maximum limit...
Just to add on to what Paul said the following is the rules clarifications that I plan on including in the expansion set:
When a player loses a clone during the Card Play phase, they skip their next turn and then reclone at the beginning of their following turn. If there is no following turn...
Ultimately you must look at it through the optical sensors of the Computer. Wounding non-traitors is Treason, so if you shoot yourself when you are not a Traitor you are damaging valuable Computer property and you receive Treason tokens.
Actually my intent was surviving a mission means surviving the entire mission without dying. In the original version I sent in I suggested giving players a Success/Failure card or token so that they could keep track of who had/had not died.
There are plans to do an expansion set. Actually I've already completed it and sent it in to Mongoose for tweaking and ultimately publication.
The premise of the expansion is each mission (hand) you receive a "Secret Society Assignment" card that is kept face down in front of you. If you...
While many/most people play there is only one Alpha Complex, some GMs like to include the concept of multiple complexes that vary in slight (i.e. treasonous) ways from one another.
I agree that the premise of multi-complexes openly acknowledging (much less cooperating with one another) deviates...
Another random thought...
After the Troubleshooters are assigned as the support team for the Vulture Warriors each secret society contacts their Troubleshooter. They explain to the Troubleshooter that the Vulture Warriors must be eliminated. Each Troubleshooter is given some sort of easily...
I don't think there is one correct playstyle for a given adventure. I believe it is up to the GM to decide which way their players will have the most fun and then roll with it. I always view the world in classic terms, but that's just me.
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