![]() The betrayer will be doing their best to hide their secret agenda as long as possible, and a lot of the non-betrayer secret goals can lead to some suspicious-seeming behavior, such as hoarding supplies that could benefit the rest of the colony. Players can try to identify a betrayer and vote them into exile, but this isn’t as easy as it sounds. At the start of the game, secret objectives equal to twice the number of players are shuffled together with a single betrayer card and one is dealt to each player, so no one knows for sure if there is a traitor among them or not. There may not be a betrayer at all, though. As an added complication, there is a chance that one of the players is holding a Betrayal secret objective and is working against the rest of the group. The colony as a group has a main objective that everyone (or almost everyone) is working towards, but in order to win each player must also complete a secret objective. One part of the game that I particularly like is the secret objectives. What makes this game stand out for me is that it has a number of fun mechanics that can lead to some subtle game play, interesting social/group interactions, and bring out some of the popular elements of the zombie apocalypse genre. ![]()
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