Since we've seen a published paper on cooperative games, and I've been playing some "semi-cooperatives" recently, I'm thinking about how to make one that just glows. Obviously, I don't know exactly what to do, but here's what I've got:
- The "Cooperate/Compete" decision should be a spectrum, not just binary. Sabotuer gets this right. All of the "good" dwarves want to find gold, but they don't want to enable the next player to be the finder (then they get the least gold).
- Parts of the "good" group can win without the full group.
- Players must have strong incentives to act differently. These incentives should not be obvious to other players.
Let's apply these criticisms to Shadows over Camelot. The decision is binary. Either you are a traitor, or you aren't. In fact, loyal knights win even if dead. The players, via their special abilities, do have reason to act differently. But this doesn't help the traitor or add tension, because everyone knows why. Sir Kay should go to the fight-total quests, etc.
OK, let's imagine a variant. Each player is dealt a "loyalty" card as before, but also a "motivation" card. The motivation what your victory conditions are. (Motivation cards may not be shown). For simplicity, we'll assume that the traitor ignores his motivation card. For a loyal knight to win, camelot must survive (as per the normal game) and they must fulfill their card. These may not be balanced. (I'm literally making these up as I type).
- "Warrior" — You crave the fight. You only win if there are 8 or more siege engines in play at game end.
- "Collector" — You seek an artifact. You only win if you are in possession of Excaliber, Lancelot's Armor, or the Holy Grail at game end. (You may be dead and still win, assuming you had the item when you died).
- "Judge" — You punish the guilty. You lose if the traitor was not revealed during the game. (No effect if there was no traitor).
- "Power-Monger" — You crave leadership. You only win if you have 15+ fighting in your hand at the end of the game.
- "Champion" — You must prove your worth. You only win if you have personally defeated the Black Knight at least once during the game.
- "Apprentice" — You want mystic knowledge. You only win if you have two (or more) Merlin cards in your hand at the end of the game.
- "Flawed Knight" — You are just ornery. You only win if have been accused of being the traitor. You may not make an accusation during the game.
- ??? — You have a healthy sense of self-preservation. You only win if you end the game with three or more life.
- ??? — You think there are too many knights. You must be alive to win, and you only win if one (or more) loyal knights died during the course of the game.
- "Druid" — You seek balance between good and evil. You only win if there are 3 or more black swords on the round table.
You could easily have 15 or more roles (for real variety), but I'm out of time. Adding these makes the game harder; perhaps you should start each player with an extra card. The Judge and Flawed Knight can really add pressure to the game, but all of these gives players some incentive to snipe on each other and give the traitor room to manuever.
Now, there's a (valid) accusation that these rules constrain the players. But that's the point. The players don't have enough individual constraints that aren't obvious to other players.
Perhaps I'll print these out and try them soon. Others are welcome to, as well. And add roles/names in the comments.
Update 3/12 — I've uploaded a rules file and a list of the cards (to be cut out). I upped the motivations to 16. Who knows if they are balanced?
I've also added a rule — the super taunt. Simply, a revealed traitor may guess someone's motivation. If they are wrong, the knight loses nothing (not even the card). But if the traitor is correct, the knight loses a random card and a life. So, Knights will be loathe to reveal their motivations. I may also allow a traitor to ask for a card in hand instead of a random card, but that has issues with the Dragon/Picts/Saxons. In any case, I don't need to write up rules on what can and can't be revealed, as there is an in-game cost to openness. I wish the rules on other communication had some way to make a traitor punish knights, instead of a blanket declaration of "No naming cards" (Especially one that is easy to circumvent).
Perhaps the traitor should be allowed to self-reveal (without the "Fate" card) just to allow them access to the super-taunt. Off the top of my head, I think I'd allow it, as long as it was their sole action that turn (no accusation, then reveal). Actually, on second thought, no. The knights who want to keep X cards in their hand somewhat want the traitor hidden (since he may knock a needed card out of their hand). That's enough reason to keep the traitor from being able to reveal without a card.
I just realized that the "Keep X cards" in hand knights also have an unwritten condition ... stay alive. Since you discard your hand. Perhaps I need to allow them to win if they had the cards in hand when they died. But the basic idea is still sound.
Related Posts (on one page):
- In the company of warlocks and other jerks
- More Shadows over Camelot
- J'Accuse!
- A theory of semi-cooperative games, applied to Shadows over Camelot
- Shadows over Camelot 3 player game and thoughts