want to bring to the discussion of his version of RvR. The basis for the mechanism of wear was taken, which has already been used in the game «Battlestar Galactica_-_Pegasus», for the victory traitor to fulfill some condition. In horror, something similar appears in Innsmouth cards, "Personal History", the trouble that the quests "Personal History" is sometimes very easy to perform, but not the point. In a few words on how to work modes.
Preparation:
At the beginning of the game players receive card "Planonov", as well as map "Loyalty". Number of evidence which have the players during the game, you must now hide (this is one of the main conditions of Fashion)
Loyalty cards are only two species, it is "You Cultist" and "You Sleuth." Needless to say, that before the end of the game or to specific actions or who do not show their cards "Loyalty".
As an example of card plans: "I bow at your feet" condition of Victory - You win if the Ancient woke up and you're holding two cards ancient seals "
It is clear that the "traitor" would be difficult to keep such cards before the end of the game))
Game:
The game has the following differences. In the first phase of the Myth player draws the top two cards Myth and chooses one. But it does not show the others, he just might say something in the spirit: "Guys this is a bad card ..." or "I think we did not suffer greatly ..." Keep the ethics of spies, the phrase may be common not to disclose details of the myth. The second card resets under the bottom deck of the myth. Then the detectives can lose a certain number of hidden clues that would cancel the card of the myth, unless of course they wish to do so.
x = 3 * number of players+ the number of players.
Clues dropped players take turns, beginning with the first player to continue in a circle in a dark bag, similar to that used for the extraction of monsters, and then counted the number of evidence, if evidence is greater than or equal to x then the map Myth does not work and nothing happens.
As you can see, this mechanic some fun game and would "Cultist" to choose the right card "myth" or "zaparyvat" verification.
The hunt for a traitor:
1) If the traitor really is a traitor, his speaking the language of the rules, "chews." Accordingly, we must take a new detective, and a new map "Loyalty" and "Plans".
2) If a player made a mistake, and a traitor - not a traitor, a false witness / lzheobvinyayuschego sent (again, following the rules) in prison with all the consequences. In ancient called "Eye". "Cultist" might be profitable to go to jail, but to inflict the final blow to the players))
True, they should not forget about one more nuance: not enough that you can blame one player only once per game (this is logical, because the card is opened and becomes visible to everyone) is to accuse a player of treason to fulfill a the condition.
a) to be with him in one location / street
b) spend 5 or X clues
c) to overcome it in the test of the strength / Freedom / knowledge / speed / Good luck - in general, theoretically, any skill. Skill selects the prosecutor.
- In general, or one thing from this, or any combination .. Number of evidence required for verification must also determine empirically.
In the final battle "Cultist" opens and appears on the side of the Ancient, he won, if the conditions of the card "plan", but continues to play in helping Ancient win. Throws to the attack, passing all tests prescribed by the ancient card (he's only human) but unlike Syshchikov its damage is not a minus, but a plus to say "he opens his eyes again the Ancient". Treants "Cultist" goes on general grounds "Evil does not see a difference in people's minds.
ps: I have bad English. Google translator to help me))