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Arkham Horror Traitor Variant Choosing the traitor: During set-up, using a standard deck of cards, players should

choose from a card pool equal to the number of players + the number of desired potential traitors. Choosing the traitors should only happen after the players have chosen or been assigned investigator sheets and after the Elder One has been chosen. The card pool should be made entirely of numbered cards with the exception of face cards equal to the number of desired potential traitors. These cards may only be revealed by a traitor when he/she wishes to perform a traitor specific ability. Non-traitor characters may never reveal their card. Rule Discrepancies: 1. Players may choose to keep their item cards, spells, allies, and skills secret but must show these cards when in use. 2. Players may cover their current stat configurations but must reveal them when in use. 3. After revelation, traitors may only gain portal trophies by opening portals. The number of portals opened should be tracked on paper. 4. After revelation, traitors may only gain monster trophies by gaining control of monsters. Each monster controlled and its toughness should be tracked on paper. 5. Monsters with awareness checks -2 or lower will not attack revealed traitors and will not hinder a traitors movement. Monsters with an awareness check above -2 will attack the traitor and hinder movement normally. 6. Investigators may attack each other (following the rules of combat between investigators and traitors below) for any reason. 7. If an investigator or a traitor is devoured, his/her traitor card is shuffled back into the card pool. Having drawn a new character sheet, the player should also draw from the traitor deck. 8. Traitors win the game when all other non-traitor investigators have been devoured. Revealing the Traitor: 1. When the traitor is revealed he/she automatically loses all current allies. Allies may be gained normally after the traitor is revealed. 2. Upon revelation the traitor may immediately perform upkeep actions no matter what the phase and may choose to do so secretly if they havent prior. 3. Before performing any traitor specific abilities the traitor must reveal his/her corresponding traitor card. Traitor Specific Abilities: 1. When a doom token in placed on the doom track a revealed traitor may choose to gain either one stamina or one sanity token.

2. While in an unstable location in Arkham (as marked with a red diamond) a revealed traitor may choose to open a portal. The traitor must choose a portal at random from the box and must make a check as though trying to close the chosen gate. If the traitor is successful the gate remains on the location but no monster is placed on the board and no doom token is placed on the doom track. The traitor may choose to enter the gate or may remain in the location as though they had gained an explored marker. If the traitor is unsuccessful the gate is returned to the box. a. Ex: Traitor Joe Diamond would like to open a portal in Independence Square during the Arkham Encounter phase. He pulls, at random, a portal to RLyeh with a closing check of (-3). Diamond chooses to use his Fight stat, which is set at 4, and rolls a single die. Rolling a 5, Diamond places the Portal on Independence Square, choosing not to enter in case the other investigators should set up an ambush for him when he returns. During the next movement phase, he may choose to enter the portal or use his movement points to leave Independence Square. A traitor may attempt to open a portal on a location previously sealed by investigators. The traitor must pay five clue tokens after successfully summoning a portal in order to remove a seal. If, for some reason, the traitor is unable to pay 5 clue tokens after a successful check to open a portal, the portal remains closed and the location remains sealed. If the traitor is able to pay, the sealing token and the clues are returned to the box and the portal remains on the location. A traitor may use an Elder Sign instead of clue tokens to remove a seal. If a traitor successfully opens a portal with an Elder Sign, the Elder Sign is returned to the deck and the sealing token in flipped and placed on the Doom Track.

3. While in a location with an open portal and during the Arkham Encounters Phase, the traitor may choose to create a monster surge. The traitor should roll dice as though attempting to close the portal and lose sanity equal to number of monsters placed on the board divided by two and rounded up. If the traitor is successful he/she chooses where to place the monsters, obeying all other rules concerning monster surges. A traitor must explore a gate before creating a monster surge, even if it is a gate they have opened. A traitor may not create a monster surge if it means they will lose all of their sanity. a. Ex: Having traveled through the Plateau of Leng, Traitor Kate Winthrop exits the Portal into The Unnamable during the Movement Phase. She chooses to remain in the location and, during the Arkham Encounters Phase, attempts to create a monster surge. The close check on the Portal is (-1) and, with her lore set to 4, she rolls 3 dice. Succeeding easily, she draws 4 monsters (one for each player) and places them at the 3 Portals on the board. She chooses to place the Cultist and the Mi-Go, who will not attack her, on The Unnamable. She places the Formless Spawn and the Maniac, who would not recognize her as an ally, at the other two Portals. Finally, she loses 2 sanity for bringing these horrors into the world.

4. After successfully defeating a monster with an awareness check above -2, a traitor may choose take control of the monster. A monster that is under a traitors control is placed on its side as though it were delayed. While on its side, the monster will not attack passing investigators or hinder movement. During the next player movement phase, the traitor may choose to spend any number of their movement points on the monster instead. Monster movement abilities maybe be utilized in the following ways: a. Monsters with black, orange, yellow, purple, and green borders move one place per movement point spent. b. Monsters with red border may move two spaces for every movement point spent. c. Traitors may spend one movement point to place monsters with blue borders in any street location in Arkham or in the Sky. A traitor may spend their maximum number of movement points to place a monster with a blue border on any location in Arkham. Beginning in the following Mythos Phase the monster is no longer considered controlled and will move as normal until it is placed under control again. A traitor may choose to return a monster to the monster cup rather than take control of it. A monster returned in this way will not result in a monster trophy for the traitor. 5. During the Arkham Encounter phase in any street location in Arkham, traitors may choose to sacrifice one ally and reduce their sanity from maximum to zero to add one doom token to the doom track. The sacrificed ally is removed from the game. The sacrificing traitor may not regain one stamina or one sanity for this doom token, however, if this results in the Elder Ones awakening, the traitors stamina and sanity are increased to their maximum at the beginning of combat with the Elder One. Combat between Traitors and Investigators: 1. When an investigator ends the Movement Phase in the same space as a revealed traitor or attempts to leave a space currently occupied by a revealed traitor they must either evade or enter combat with the traitor. Similarly, when a revealed traitor ends the Movement Phase in the same space as an investigator or attempts to leave a space currently occupied by an investigator they must either evade or enter combat with the investigator. 2. When two opposing players occupy the same space, one player must evade the other or both enter combat. In order to evade, both players must roll a sneak check and the winning player is decided by the greatest number of successes. In case of a tie, the player with the highest base sneak stat is the winner. If this results in a tie again, the checks are re-rolled until a winner is declared. The winning player chooses whether the two players evade each other or enter combat. If a traitor and an investigator occupying the same place both attempt to pass an evade check, both evade checks are considered successful. Similarly, if a traitor and an investigator occupying the same place both declare a preference for combat no evade check is necessary and combat may proceed.

3. Combat between an investigator and a traitor is completed by choosing weapons and casting spells to create combat dice pools. At the end of each combat round, the player with the highest number of successes is considered the winner and the difference between the number of successes in a round is the number of stamina damage taken by the losing player. After each combat round, either player may choose to attempt to leave combat by initiating a sneak check as stated above. The winning player in a sneak check may choose to continue into combat or use remaining movement points to leave the occupied space. If the player has no movement points left to spend they may move only one space. Combat continues until one character is reduced to zero stamina or zero sanity, or until one or both characters sneak away. 4. If an investigator is reduced to zero stamina or sanity during combat, the opposing player is considered the victor. A victorious player may look through and take one item from the losing player before the losing player discards half of their items. 5. Combat between investigators may not take place at St. Marys Hospital or Arkham Asylum.

Traitor Abilities During Combat with an Elder One: 1. When entering combat with an Elder One, all traitors previously unrevealed must reveal their traitor cards. 2. Elder Ones will not attack traitors. 3. The traitors may attempt to kill investigators during combat with an Elder One by lowering their stamina to zero. Similarly, investigators may direct their combat damage to a traitor instead of an Elder One in an attempt to lower the traitors stamina to zero. 4. During a traitors turn, the traitor must declare which investigator he/she intends to attack prior to rolling combat dice. Defending investigators may then roll combat dice in an attempt to ward off stamina damage. If the traitors combat successes outnumber the investigators, the difference is considered stamina damage to the investigator. No harm is done to the traitor if the investigators defense successes outnumber the traitors combat successes. A traitor may only deal damage on their defensive turn. 5. During an investigators turn, the investigator must declare whether he/she intends to attack a traitor or the Elder One prior to rolling combat dice. Defending traitors may then roll combat dice in an attempt to ward off stamina damage. If the investigators combat successes outnumber the traitors, the difference is considered stamina damage to the traitor. No harm is done to the investigator if the traitors defense successes outnumber the investigators combat successes. An investigator may only deal damage on their offensive turn.

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