The upcoming Path to Carcosa cycle introduces a new mechanic: hidden. Hidden cards are placed in your hand and are not revealed to other players, and influence what you can and cannot do in subtle ways. Now, i've got an idea that would be cool for a scenario: all players pick a card at the beginning of the scenario, but one of those cards will instruct the player to work against the other ones, while pretending to work with them. Then at the third act it says that it seems like one of you is being possessed, and you must find it out. Okay, it would be kinda weird in Solo, but otherwise it can do for some really interesting gameplay. What do you think?
This could be cool
I think it would be great if FFG give any notice about Battlestar Galactica which is based on this idea:) Anyway in Arkham Horror wouldn't it be too hard to have an hidden enemy among other players? The scenario itself can beat you pretty well...
Interesting, but it doesn't really fit how the game plays. Not saying it's impossible but I don't see them going down the secret traitor mechanic path.
If the fourth scenario is taking place in the asylum, and we got checked in, do you think there will be pre-game text saying remove all weapons from your deck and replace them? I would enjoy that, the scenario itself altering deck construction.
Edited by Doma099714 minutes ago, Doma0997 said:If the fourth scenario is taking place in the asylum, and we got checked in, do you think there will be pre-game text saying remove all weapons from your deck and replace them? I would enjoy that, the scenario itself altering deck construction.
That's a cool idea, like you must be disarmed before you can go in.
2 hours ago, StormyWaters said:That's a cool idea, like you must be disarmed before you can go in.
Or, that you are not allowed to play weapons or spells while in Act I.
9 hours ago, Notturno81 said:I think it would be great if FFG give any notice about Battlestar Galactica which is based on this idea:)
The Battlestar Galactica board game is published by FFG, so they wouldn't have to notify anyone.
I doubt you will have a hidden traitor. Most likely, there may be some cards that make a player make suboptimal moves.
There is also the issue that there is no way for one player to work against the others. I mean I guess you choose to not cooperate/provide aid, but you can't attack other players nor can you be attacked by them. You can't steal their equipment and you can't slow down their progress. Plus if someone figures out you are the traitor, there is nothing the other players can do to stop it.
I could see a situation in which one player knows what the victory condition is (since its in one of the cards in his hand) but can't communicate that to the other players.
I like the doubt and conviction bit much better:

It's basically your investigators not being sure what's true or real anymore. Very nice, It made think of Lovecraft's short story "Polaris".
So between the "hidden" mechanic and Doubt/conviction being shared amongst investigators, can we asume Path to Carcosa is more multiplayer focused than the previous campaign?
It's actually very reminiscent of the king in yellow stories by chambers. Every story was about someone that read the play, and you couldn't tell if you could trust the narrator. They said that this cycle is going to be based more heavily on the theming of his stories more than anything in the arkham lines, if you watch the interview with team covenant.
On 17/7/2017 at 11:49 PM, Khudzlin said:The Battlestar Galactica board game is published by FFG, so they wouldn't have to notify anyone.
Game mechanics cannot be copyrighted, so, even if BG were produced by another company, they could very easily clone the idea without risking any lawsuit.
The point is that developing a hidden traitor mechanic in one cooperative game where
a) solo & coop games sell like Hell these days
b) the game's just born without hidden traitor mechanics
doesn't seem like a smart move.
Plus, the game's already difficult(ish) as it is, there's really no need to have a traitor. Not to mention that 1 traitor in a 2p game or in a 4p game changes balance drastically, so, testing this could cost a few mental collapses.
Edited by JuliaEDIT: Grammar
True, but traitor did come to original Arkham Horror board game at it was difficult enough even without traitor...
but the idea that every player gets hidden card and not just one is cool because then nobody knows what problems other have and if there Also Are non negative hidden cards among negative it can cause nice Paranoia loops among players ![]()
On 7/17/2017 at 8:10 AM, Doma0997 said:If the fourth scenario is taking place in the asylum, and we got checked in, do you think there will be pre-game text saying remove all weapons from your deck and replace them? I would enjoy that, the scenario itself altering deck construction.
They did this in LotR with "Escape from Mount Gram." You had all your Item and Ally cards put into a separate "capture" deck and had to use various encounter card effects to "rescue" them.