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<blockquote data-quote="keterys" data-source="post: 6122209" data-attributes="member: 43019"><p>Very interesting stuff! What's your goal for time taken? That is, there's a pretty big difference for intended gameplay between a 30-45 minute game and a 90-150 minute game. </p><p></p><p>I'd add an extra option to "move 1 room" to instead "Lurk". Victims won't enter a room with a killer unless they're unaware it's there (card screws them up, or it's already lurking). A lurking killer can then attack someone who enters the room (is herded by a player, or already wants to go there). A lurking victim can also be instantly moved anywhere somehow.</p><p></p><p>For victims, I like the idea of them having a certain amount of guidance to their goals to help their movements around the board. The reliance on cards feels more appropriate if your board is very simple or less of a focus though.</p><p></p><p>So, maybe the cheerleader wants to find a working phone, dial 911, and speak to the operator. The Jock wants to find his football helmet and pads, put them on, find a weapon. </p><p></p><p>You could then have more specific results than just "draw more cards", though maybe that's preferable. For example, the first reduces the # of rounds until the game ends and adds a cop "victim" who you have to deal with very quickly or he'll call for backup and end the game. The second makes it much tougher to kill the jock and makes him immune to certain types of delay cards.</p><p></p><p>You can also have group victim goals where they band together.</p></blockquote><p></p>
[QUOTE="keterys, post: 6122209, member: 43019"] Very interesting stuff! What's your goal for time taken? That is, there's a pretty big difference for intended gameplay between a 30-45 minute game and a 90-150 minute game. I'd add an extra option to "move 1 room" to instead "Lurk". Victims won't enter a room with a killer unless they're unaware it's there (card screws them up, or it's already lurking). A lurking killer can then attack someone who enters the room (is herded by a player, or already wants to go there). A lurking victim can also be instantly moved anywhere somehow. For victims, I like the idea of them having a certain amount of guidance to their goals to help their movements around the board. The reliance on cards feels more appropriate if your board is very simple or less of a focus though. So, maybe the cheerleader wants to find a working phone, dial 911, and speak to the operator. The Jock wants to find his football helmet and pads, put them on, find a weapon. You could then have more specific results than just "draw more cards", though maybe that's preferable. For example, the first reduces the # of rounds until the game ends and adds a cop "victim" who you have to deal with very quickly or he'll call for backup and end the game. The second makes it much tougher to kill the jock and makes him immune to certain types of delay cards. You can also have group victim goals where they band together. [/QUOTE]
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