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TT Overview

The document outlines the gameplay mechanics for a semi-cooperative board game called 'Guards of Traitor’s Toll', which can be played by 1 to 4 players. Players control guards with various ability scores and use special dice for actions, while managing civilians and completing missions that involve tasks like catching suspects and dealing with city discontent. The game features a points system, unique plot cards, and opportunities for character advancement, with the ultimate goal of accumulating gold coins and successfully navigating the challenges presented by the city.
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0% found this document useful (0 votes)
1K views3 pages

TT Overview

The document outlines the gameplay mechanics for a semi-cooperative board game called 'Guards of Traitor’s Toll', which can be played by 1 to 4 players. Players control guards with various ability scores and use special dice for actions, while managing civilians and completing missions that involve tasks like catching suspects and dealing with city discontent. The game features a points system, unique plot cards, and opportunities for character advancement, with the ultimate goal of accumulating gold coins and successfully navigating the challenges presented by the city.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Gameplay Overview Moving

When figures are moving


around, the dice work
differently. The number of dice
Players Ability Scores you roll still depends on your
ability score (AGILITY when
The game can be played with 2, 3 or 4 players in a Guards, suspects and all denizens of Traitor’s Toll running and WITS for walking),
semi-cooperative way – you might work together at each have a set of ability scores. The abilities are AIM, but now the swords show the
times, but the ‘best’ guard captain will win. You can AGILITY, BRAWN, WITS and HEART, with scores possible directions the figure
also play solo (1 player), in which case it’s you against ranging from 1 to 6. The most common score is 3. can move in.
the city! Dice This means that your figures
4 Gua Guards of Traitor’s Toll uses special dice for won’t always go where you want
Guards Constarbdl most rolls – whenever the rules talk about them to!
e
rolling a ‘dice’, it means these special dice.
Each player recruits a squad of guards, However, if you
including 1 guard captain and about 5 others. 4 3 are trying to reach
3 3
Solo players have more. 3
D6 a suspect, and are
close enough, then you can head
There is a points system, but this is not needed if you A normal dice numbered 1 to 6 is also used straight towards them.
are using the starter set figures. sometimes. This is always referred to as a ‘D6’. Results showing Feet allow you to go faster.
There is a maximum It is common for a particular outcome to happen if
number that a player can you roll a 4 or higher. This is abbreviated to rolling a
have on the board at any
time (reducing with more
‘4+’. Similarly, ‘2+’ means rolling a 2 or higher. Silver Coins
players). The remaining The dice also have one face showing
guards stay in reserve (in
your ‘guardhouse’) and
Tests a silver coin. A coin result can be
‘spent’ to trigger special bonuses
enter when needed. This is During the game your guards (and the other figures) called 'coin effects' that apply for the test or roll
to keep the game balanced will take tests, rolling the number of dice equal to you are making. This could be a special move with a
with different player their score in the relevant ability. So, for an AIM test, particular weapon or extra options when moving.
counts. Game Turns if your AIM score is 2 then you roll two dice. Count
In addition, when a guard or a suspect rolls 3
The order in which figures act is determined up the number of swords that you rolled – the more
the better!
silver coins together, they can spend them on
by drawing tokens from a bag. Players take
Civilians turns drawing a token. For most tests 3 swords is a pass.
an extra action!
Look out for this icon, meaning
Traitor’s Toll is a crowded, bustling city, so the If you get a Guard Action token you a Coin Effect may be possible.
board is populated with a variety of citizens and use it to act with one of your guards
travellers, thieves and merchants, collectively known who hasn’t acted yet (Captains can
as civilians. During the game they move about (with act twice per turn).
some control by the players), getting in the way or
potentially helping your cause. If you draw a Suspect Action token, Missions
you must choose and activate a
There are no To play a game you’ll first choose a mission.
suspect.
enemies at This will tell you the central story for your
If you draw a Plot game, with tasks for your guards to complete
the start of
token, you play a and how the game ends.
the game, just
people going
new Plot card from the deck – these
trigger a new crime or other event.
Attacks There’s a quick Training Mission to help you
about their lives When attacking someone you can either try to learn the game, after which the ‘standard’
– but suspects Lastly there are Time tokens, which mission is Patrol Duty, in which your guards
allow you to move civilians about.
hit and wound your target or alternatively try
will soon emerge patrol the streets and must deal with whatever
to seize and subdue them.
from the crowd! comes their way! Subsequent missions may
When the final Time token is
This second, less lethal method is used by muggers involve a building on fire or the discovery of
drawn, the turn ends – even if
and brawlers, and is also how the guards make a body – these may be played singly, but are
some figures haven’t acted yet! designed to be played in order as linked games.
arrests. However, it is easier to subdue someone if
you wound them a bit first, so arrests can get violent!

4 Overview 5
Advances
Plots Assistance Advance cards are played on your
Markers
Throughout the game you’ll draw Plot cards, If they are close by, the guardsmen to improve them. They
which present tasks to complete. civilians of the city may might add useful new skills, items
be persuaded to assist such as superior weapons or a
you in your duties - often protective amulet, or a backstory
Fire! Fire by sticking out a foot as giving an advantage based on past experiences.
! your suspect sprints past.
A fire breaks
out - small Most Advance cards are unique, so your guards will Blood Drop marker, Clue marker, can Prisoner marker,
but it might
spread if it for now,
isn’t dealt Nearby guards can help too, indicates a minor be investigated by placed next to
Identify: with!
develop their own personality and skill-set.
A
piece of fla building with at lea
mmable ter st one oth including those controlled wound. the guards. arrested suspects.
Fire mark rain withi er
er n
markers cau on the building. Re 6”. Place a by other players.
Remove Personal
se general member tha
DISCONTE t Fire
Task: Put NT.
ou
interaction t all fires using the
DISCONTENT
. Ex
allows the Each Fire marker ex tinguish
gu tinguished
DISCONTE ard to remove 1 pe

Cutpurse
Keywords
NT (up to
: Fire, Aid,
Event
rso
a maximum nal
total of 3). Discontent If the reward includes this symbol,
robbed!” Discontent measures the collective it cancels 1 personal DISCONTENT
rds! I’ve been Reward
“My purse! Gua
(each)
anger and irritation among the that you have previously gained.
3 3
4 2 population of the city. Fire marker,
3 Sneak marker - Reload marker -
The neare
DIl)
Sneak (Stea
st gu
Dodge
SCONTENT ard must take a
t.test. If fai
h bare fee The plots currently in play
Secrets used if buildings suspect cannot must reload before
led, play
y civilian wit Secret 001.
Identify: An The final type of reward is a Secret. catch ablaze. be targeted. firing again.
Ar res t the suspect. often raise the level of general
Task:
Keywords:
Petty Crime DISCONTENT, as thefts, muggings Often part of a specific mission
and murders cause understandable consternation or plot, these cards reveal hidden
Reward
until the culprit is arrested. outcomes and information, special
rewards or further tasks to continue the story. This
Your guard squad may also gain personal means that players won’t always know what sort of
guard must
take a DISCONTENT, which only applies to them. challenges they’ll be faced with. Such is the lot of a
The nearest led, play
T test. If fai
DISCONTEN ret 001. city guard! Wheel token Cautious marker - Side Street marker,
Sec
If your DISCONTENT is high, it will become difficult
(optional) - move prepared for a route on and off
to get information or assistance from the civilians of DO NOT READ UNTIL INSTRUCTED!
wagons etc. an attack. the board.
the city. It also becomes harder to win the game…
Plots usually start with
identifying a suspect
Rewards Squad Roster
from among the
It's useful to keep notes during the game and record
civilians on the board. s
Successfully completing a plot removes any The Witnes your guards' achievements, especially when playing
wledgeable.
You will often need to DISCONTENT it caused. The witness
is clearly both observ
ant and kno
linked games, so using a roster sheet is a good idea.
catch and arrest them. On top of that, the player whose action it was Use: KEEP SE
CRET
h a strange,
blank

Arrested suspects must cked withou Livid Locals


t warning, wit

gains a reward, so there will be competition “The killer atta


expression as
if enchanted.

“Useless guardto the mu rde
putNever around when
rer
then be escorted away to between players to grab the glory! Perhaps you
shouldn't rus
h smen!
y are being
con trolled in it really counts!”
? Maybe the
the nearest guardhouse to the sword Use: Play and return to deck. Roll a D6:
some way? 1 Resentment
- civilians will not assis
– if you leave them The reward could be Gold Coins, Advances, removing for the rest of the turn t your squad

unattended, they might personal DISCONTENT or Secrets: DO NOT READ 2 Someone throws
3 Rising Anger - gain
unless they are allies
a rock - gain 1 blood
.
drop.
Linked Games
escape again! 1 personalRew ard
DISCONTENT.

Meanwhile, some suspects Gold Coins UNTIL INSTRUCTED!4 Wary - the nearest
5 Panic - the nearest
civilian makes a Flee
Move.
If you are playing a series of games with the
6 Complaint - move
civilian scatters. same opponents, then keep the details of
turn out to be harmless, in need help or protection, Whichever player has the most contact with the guar
the nearest civilian
d, directly between
into your guard squad the same. Advances can
them and the nearest
or have useful information. gold coins at the end of the
suspect.
be mastered to carry over to your next game.
Other tasks may involve game is the winner. Likewise, guards who were cut down may
Secret 013
investigating a particular return with an injury. And certain Secrets
location on the board – However, any DISCONTENT remaining costs you have continuing effects!
perhaps a dark alley or some gold coins as you are forced to pay fines and bribes!
Secret 001 An exciting narrative runs through the
crates of contraband. You may also spend gold during the game. Sometimes missions and will continue in future
Expansion sets will add lots there are opportunities to buy an item or pay a bribe, expansion sets, allowing you to uncover
more plots, often involving but most importantly you can pay a gold coin instead The numbered Secret cards have a red and shape the story of Traitor’s Toll!
specific new figures. of a silver coin if you failed to roll one at a crucial colour scheme, so you can avoid reading
moment. Or if you rolled 2 silver coins, you might them too soon!
want to add in a gold to get an extra action.

6 Overview 7
8 Game Turns 9

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