Crossroads is a new series from Plaid Hat Games that tests a group of survivors' ability to work together and stay alive while facing crises and challenges from both outside and inside.
Dead of Winter is the first game in this series. It puts 2-5 players together in a small, weakened colony of survivors in a world where most of humanity are either dead or diseased, flesh-craving monsters. Each player leads a faction of survivors with dozens of different characters in the game.
Dead of Winter is a meta-cooperative psychological survival game. This means the players are working together toward one common victory condition--but for each individual player to achieve victory, they must also complete their personal secret objective. This secret objective could relate to a psychological tick that's fairly harmless to most others in the colony, a dangerous obsession that could put the main objective at risk, a desire for sabotage of the main mission, or worst of all: vengeance against the colony! Certain games could end with all players winning, some winning and some losing, or all players losing. Work toward the group's goal but don't get walked all over by a loudmouth who's only looking out for their own interests!
Rules of the gameReferenceFAQPlayer aid:
Rolling dice:
Action die is a simple d6.
Exposure die is d12, 1-6 mean Nothing, 7-9 mean Wound, 10-11 mean Frostbite, 12 means Bitten.
Current game state:
Game board
Main objective
Raiding party
Morale starts at 5
Round track starts at 6
2 zombies at each location
Victory condition: deplete 2 non-colony locations of their item decks.
Progress: 0/2
Current crisis
Unending hordes
Needed: 5 Tool cards
Fail: Add 8 zombies to the colony, lose 1 morale
Optional: Add 2 additional Tool cards to gain 1 morale
Cards contributed: 2
Locations
Colony
Police Station
Cards: 4
Survivors: 2/3;
James Meyers,
Sparky
Noise: 1/4
Grocery Store
Cards: 1
Survivors: 3/3;
John Price,
Andrew Evans,
Annaleigh Chan
Noise: 0/4
School
Cards: 19
Survivors: 0/4;
Noise: 0/4
Library
Cards: 20
Survivors: 0/3
Noise: 0/4
Hospital
Cards: 20
Survivors: 0/4;
Noise: 0/4
Gas Station
Cards: 16
Survivors: 0/2;
Noise: 0/4
Players
Void SlayerCards: 6
Survivors:
Leader: Sparky,
Stunt dog, Influence 10, Attack 2+, Search 2+, Ability: ANYWHERE, When rolling for exposure with Sparky if you roll a bite, threat ut as if you rolled a wound. When spreading a bite effect, ignore Sparky.
* Tikka T3 Tactical Rifle - Gun - EQUIP: Once per round you may kill 1 zombie at any location. Do not roll for exposure. It's not an attack, does not use an action die.
1: Andrew Evans,
Farmer, Influence 12, Attack 3+, Search 3+, Ability: GROCERY STORE, Once per round, when performing search at the grocery store you may look at and keep 1 additional card.
* Hammer - Tool - EQUIP: Once per turn build 2 barricades instead of 1.
2: Jenny Clark,
Waitress, Influence 24, Attack 4+, Search 3+, Ability: ANYWHERE, Once per round, when performing search with Jenny you may look at 3 additional cards.
El Skid
Cards: 3
Survivors:
Leader: Annaleigh Chan,
Lawyer, Influence 38, Attack 2+, Search 2+, Ability: COLONY, Once per round you may look at 1 card at random in a player's hand.
1: Loretta Clay,
Cook, Influence 20, Attack 2+, Search 4+, Ability: COLONY, 4+: Once per round you may add 2 food tokens to the food supply
* Lighter - Gun - EQUIP: Once per round, when this survivor performs an attack, you may play a fuel card to kil 4 zombies instead of 1. Do not roll for exposure. Do not use the ability of the fuel card.
MrBody
Cards: 7
Survivors:
Leader: John Price,
Student, Influence 18, Attack 3+, Search 3+, Ability: NON-COLONY, When John is not at the colony, he is considered to have the ability of every other survivor he shares a location with.
* FN SLP Shotgun - Gun - EQUIP: Once per round, when this survivor performs an attack kill 2 zombies instead of 1. Do not roll for exposure. Put 1 noise token into the location if possible.
Mikey CTS
Cards: 1
Survivors:
Leader: Olivia Brown, Doctor, Influence 56, Attack 4+, Search 3+, Ability: ANYWHERE, Once per round you may remove any type of wound token from a survivor that shares a location with Olivia. Olivia may use this ability on herself.
JPants
Cards: 4
Survivors:
Leader: Tallia Jones, Fortune teller, Influence 28, Attack 3+, Search 1+, Ability: ANYWHERE, Once per round you may look at the top 2 cards of the crisis deck and place them back in any order. Then you may say exactly 2 words to all players about the crisis cards, nothing more.
1: James Meyers, Psychiatrist, Influence 54, Attack 6+, Search 3+, Ability: ANYWHERE, Once per round you may reroll 1 or more of your unused action dice . You must keep the second result.
* Tikka T3 Tactical Rifle - Gun - EQUIP: Once per round you may kill 1 zombie at any location. Do not roll for exposure. It's not an attack, does not use an action die.
2: Sophie Robinson, Pilot, Influence 58, Attack 4+, Search 1+, Ability: ANYWHERE, Once per round you may look at the top card of a single location's item deck. After you have looked at the card place it back on top of that item deck.
Posts
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This game looks totally unfair!
Never played before. I will probably be horrible.
oh well,
Geth roll 1d100 for Grunt's Ghosts
Geth roll 1d100 for Kirindal
Geth roll 1d100 for Mikey CTS
Geth roll 1d100 for El Skid
Geth roll 1d100 for Void Slayer
Geth roll 1d100 for MrBody
Geth roll 1d100 for JPants
Void Slayer
El Skid
MrBody
Mikey CTS
JPants
Grunt's Ghosts and Kirindal, sorry, you have not surivive the zombie apocalypsis.
Eight weeks of darkness
Kill them
Find a cure
Stokpile
Home sweet home
Raiding party
Leave it all behind
We need more samples
Winter has come
Too many mouths
Geth roll 1d10 for main objective
You must keep them secret!
El Skid already selected.
It's vitally important for my fan fiction.
- Reading the rules it sounds like having a traitor isn't guaranteed?
- What's the symbol distribution on the wound die?
See Rolling dice spoiler in the starting post.
That's....not how I understood this at all.
In the rules it says:
Regular Setup instructions:
Shuffle the non-betrayal secret objective cards and set
aside 2 (facedown) per player. Return the rest of the
non-betrayal cards to the game box. Shuffle the betrayal
secret objective cards and add 1 of them (facedown) to
the non-betrayal cards that were set aside. Return the
remainder of the betrayal secret objective cards in the
game box. Shuffle all of the set aside cards together
and deal 1 to each player
BETRAYER VARIANT
During the setup players may choose to add only 1 non-
betrayal secret objective per player rather than 2, greatly
increasing the odds of a betrayer
So my understanding is that regularily you'd have 10 good objectives and 1 traitor dealt among 5 players. In the betrayer variant you'd have 5 good objectives and 1 traitor one dealt among 5 players.
If we have more than 1 traitor the game will just explode for anyone who isn't a traitor, so I think I'd like to try the betrayer variant above please- not what you explained in the above post
I've checked your objectives. There is no more than 1 traitor, so I'll keep everything as is. Thanks for correction!
Ugh. I don't have the drive to do the math, but before we only had a 16% chance of having no traitors. Given we know that we can eliminate all outcomes that have multiple traitors from this problem, are the odds much lower now?
Strictly, I think what the host meant was "there weren't two or more traitors." You might have none!
Madness.
Did they even jump once?
Everyone was so intent on not being caught they all stayed hidden until the sleeper phase. After the second Cylon revealed I looked at my Cylon loyalty card, groaned and we all had a good laugh about it.