

There are ways for the Hunters to look at cards further down the trail so you have situations where you know where Dracula was 2 turns ago but there are 10 different cities he could have gone from there and the longer it takes you to get more information the more places he could have gone. The card farthest to the right is where he currently is and as he takes more turns the cards slide down creating his 'trail'. As they move the place cards face down in front of them on the side of the board. The hunters move from city to city pandemic style where as the player who is controlling Dracula instead has a deck of cards that they can look freely through, one card for each location. Think Pandemic or Ticket to Ride but with more locations. The board is a massive map of Europe with different cities and connections between them. (Specifically third edition have not played the others) Fury of Dracula is a 1v4 (It can also be played 1v1 with one player controlling all four hunters but I haven't tried that) game where the four play as hunters and the one controls Dracula. The best stealth board game I have played it Fury of Dracula. Perhaps instead of hiding information from the opponent, stealth could be accomplished by similarly forcing their move options down until you create an opening to capture the prize.Īlternatively card games allow for plenty of ways to hide information, because plays can be positioned secretly in your hand and without perfect knowledge of your hand and the deck your opponent cant know exactly what you might do
BGG SPECTRE OPS HOW TO
one example on how to do this is pinning, by putting a piece in attack position on king or another high value piece, with another piece in between you are effectively forcing the blocking piece to stay in position or else allow a capture of the king without check (rules enforce this, you cant intentionally get your own king into check) In chess you cannot hide your moves but you CAN force a move, giving you an opportunity to exploit an error (that you forced). Check out our Discord! Suggestions and feedback Message the ModeratorsĬonsider how chess allows you to "trick" or "deceive" your opponent despite both of you having perfect information of the game board. r/Games: A place for informative and interesting gaming content and discussions. r/gamedevclassifieds: A game development classified section to help you find talent, or to help the talent find you. r/indiegaming: The place for all news and developments in the Indie gaming community. r/themakingofgames: For all 'behind the scenes' content of your favorite games. r/devblogs: The latest blog posts from your favorite game development bloggers. r/GameSociety: reddit's "book club" for games. r/ludology: For the serious discussion and analysis of games played on a computer, board, field or any other interactive media. r/tabletopgamedesign: All things related to designing tabletop RPGs, wargames, board, and card games. r/gamedev: All things related to game development, programming, math, art, music, collaboration. If your post isn't related to game rule crafting, consider posting in one of the following subreddits: Please report any submissions or comments violating these rules using the report button. Show-off posts are only allowed as game design case studies (Tell us how/ why you developed an interesting game design concept in your game)ģ) DO NOT link to an article or video without providing a short summary. All submissions must be related to Game Design.Ģ) DO NOT post self-promotion, job posts, sales, surveys, polls, low-effort posts, memes, jokes, etc.

"how do I fix this problem in Unity?" or "how do I get a job in the game industry?" Try /r/gamedev instead. Posting rulesġ) DO NOT post about general Game Development, e.g. If you're new to /r/GameDesign, please read the GameDesign wiki for useful resources and an FAQ. Game Designers of all experience levels are welcome! Posts about visual art, sound design and level design are only allowed if they are also related to game design. Posts about programming, making assets, picking engines etc… will be removed and should go in /r/gamedev instead. This is NOT a place for discussing how games are produced. If you're confused about what game designers do, "The Door Problem" by Liz England is a short article worth reading. It's about the theory and crafting of mechanics and rulesets.

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