Simple traitor mystery match game

Idea spitball:

  • Cards are shuffled and played out in a 5x5 (6x6?) grid face down
  • All players are on the same team, and have the same goal: find 4 code cards and the exit card to win
    • Codes can be divided up among all players, just so long as they collectively have 4 codes when they visit the exit card at the end of the game.
    • (?) Players can try to escape only one time. When they decide as a group to try, the current player chooses to reveal the exit card, then one at a time reveal any code cards they have. If they don’t have all 4 between them, the door remains locked and they loose.
  • On a players turn they may pick up any card and look at it privately. The card will instruct them to:
    • Place it back down in the same spot face down. They may say whatever they like about that card.
    • Place it face down in their inventory. They may say whatever they like about that card.
    • Flip it back on the table face up and revealed.
  • Types of cards:
    • Dead ends (majority): Nothing here, return the card to the table face down.
    • Clues: You’ve discovered something that leads you somewhere else. Return this card to the table face up.
    • Color coded safe codes (6x): Unlocks safes which contain the exit codes. Take this card face down into your inventory.
    • Safe (6x): Contains one of the exit keys. Return this to the table face down. If you have the relevant key, take this card into your inventory instead.
    • Possession (1x): Take this card into your inventory. You are now on your own team and can only win alone.
      • If you can obtain two codes and reveal the exit door alone, you win.
    • Exit door: You may either return this card back down on the table face down or flip it face up. If you choose to reveal it, your team must produce 4 exit keys or loose. If you are the traitor, you only need 2.

  • Self notes:
    • The player team needs more to do to communicate with each other and use team work
      • Perhaps each safe requires two codes before opening, and on their turn each player can hand off one card to another player?
      • Would allow spy to ask for help opening a safe
      • Maybe only 3 safes, but each safe needs 3 codes?
        • The more codes required to open a safe means the spy has more power just to find codes and squat on them to obstruct the team with no effort.
        • Perhaps there’s 3 codes per safe, but only two are needed?
        • Perhaps all 3 are needed, but there are some wild code cards?
        • This needs more player interaction. Players need ways to stymie the traitor, the traitor needs ways to infiltrate the players or spread mis information.
          • Potential for traitor to sabotage the safes? As of current he kind of already does just by finding keys, which flat out denies those keys to the players
            • Addition of trap cards to the spread that the traitor treats as a dead end?
              • Bear trap: Replace one of your code cards with this card and place it on the table face down. If you are the traitor, return this to the table face down.
                • Or more mean: Take this card and all other cards in your inventory, shuffle them, and place them in empty spaces among the spread. If you are the traitor, you may take this into your inventory and replace a code fragment with this card later.
          • Additional item cards that give one time use abilities?
            • Look at one card in another player’s inventory of their choosing
            • A safe sabotage card that any player may replace with an actual safe card to prevent any player from opening it
            • Significant clue: discard this card to look at another face down card on the table. Do not follow any of its instructions and replace it face down.

            • Should the players have a time deadline? Limited # of moves?
            • Maybe stay true to the memory format, and don’t let anyone collect cards? Instead of collecting safe codes, to open the safe the player needs to reveal the two codes on the table, or the safe fails to be opened?
              • This makes the spy player more interested in misinformation than simply hoovering up what other people need.
              • Maybe let the spy exchange codes around the table.
              • The player would privately look at cards one at a time. If they hit the wrong one, they do not continue to look at another. If they hit both correctly they reveal both and collect the safe as a key.
                • If they accidentally reveal the possession card, they are now the spy.
                  • This would mean its possible to have multiple spies, as the possession card is not collected from the table.
            • Retheme: safes are circuit breakers and the codes are transformers



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