Post by The Shootist on May 30, 2006 16:20:21 GMT -5
There's only two requirements for a Traitors Scenario:
A way of marking teams, and an objective bystander. Someone who isn't playing needs to pick the Traitors. It's the only fair way of establishing who is a Traitor.
The best/easiest way of marking teams is with arm bands. One color indicates one team, or an armband indicates Team 1 while no armband indicates Team 2. But any agreed upon way of distinguishing teams is valid. There must be a marking, otherwise the traitor may never be found by the team he betrays.
Traitors works like any other scenario. In fact, you can play any scenario, almost, and add traitors to it. To start this scenario, teams are picked as normal; and the two teams line up facing each other, with about four feet between each member of a team, and enough space for the objective bystander to walk through the middle of the teams. Everyone closes their eyes and the objective bystander walks down the line. He taps one person at a time on the shoulder. That person opens his eyes, and the objective bystander hands him a team marker. The team marker should be placed in a pocket, for now. The traitors are handed markers for both teams. This way no one but the objective bystander, and the traitors know who is a regular teammate and who is a traitor. The best part is, the traitors don't know who is the traitor on the OTHER team!
An Example:
Chris, and Tim are on TEAM1
James, and Tom are on TEAM 2
They line up, putting ample space between each other, so the objective bystander, Dave, can select traitors. Dave starts with TEAM 2, who will be using BLUE armbands. TEAM 1 will be wearing RED armbands.
Dave taps Tom's shoulder. Tom opens his eyes. Dave gives Tom a blue armband. Tom puts it in his pocket, and closes his eyes.
Dave taps James's shoulder. James opens his eyes. Dave gives James a blue and a red armband. James puts the blue armband in his pocket, and stashes the red armband where it won't be seen. James closes his eyes.
Dave taps Chris's shoulder. Chris opens his eyes. Dave gives Chris a blue and a red armband. Chris puts the red armband in his pocket, and stashes the blue armband where it won't be seen. Chris closes his eyes.
Dave taps Tim's shoulder. Tim opens his eyes. Dave gives Tim a red armband. Tim puts the red armband in his pocket, and tells everyone else to open their eyes.
The game starts (this should be as close to when the traitor is picked as possible, so no one has enough time to ferret out who has an extra armband in their pocket). After the agreed upon time period (5 minutes), James immediately kills Tom, pulls off the blue armband, and puts on the red armband.
Chris has decided to wait. James joins Tim and Chris in hunting Tom. Chris is hidden from Tim and James- who are in front of him. He pulls off his red armband and puts on the blue armband. Chris runs back to TEAM 2's base, and wins the game.
Obviously the teams will normally be bigger than 2 vs 2.
In bigger games, it's harder to pick the traitor if he decides to wait. In a 5 vs 5 game, it's hard to figure out which of the other four people has two armbands.
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The only other way to fairly pick the traitor is to give everyone armbands for both teams, and to put ballets in a hat. One ballet is marked "traitor", and the others are marked "soldier". There should be one ballet for each member of a team. (On a 4 vs 4 match, there should be 3 "soldier" ballets, and 1 "traitor"). One team selects their ballets, and no one is allowed to show their ballet to ANYONE else. The ballets are returned to the hat, and the second team selects their ballets. Again, the most important part of this is that [glow=red,2,300]NO ONE shows their ballet to ANYONE else[/glow]!!!
Again, the time limit is agreed upon, and some signal is agreed upon to alert traitors that the time limit is up. It should be some easily recognizable signal. Either a broadcast over the common channel; which isn't reccommended, or an air horn blast. In the case of the air horn, a spectator, judge, bystander, or someone playing should be selected to keep time and blow the airhorn when the time limit is up.
A way of marking teams, and an objective bystander. Someone who isn't playing needs to pick the Traitors. It's the only fair way of establishing who is a Traitor.
The best/easiest way of marking teams is with arm bands. One color indicates one team, or an armband indicates Team 1 while no armband indicates Team 2. But any agreed upon way of distinguishing teams is valid. There must be a marking, otherwise the traitor may never be found by the team he betrays.
Traitors works like any other scenario. In fact, you can play any scenario, almost, and add traitors to it. To start this scenario, teams are picked as normal; and the two teams line up facing each other, with about four feet between each member of a team, and enough space for the objective bystander to walk through the middle of the teams. Everyone closes their eyes and the objective bystander walks down the line. He taps one person at a time on the shoulder. That person opens his eyes, and the objective bystander hands him a team marker. The team marker should be placed in a pocket, for now. The traitors are handed markers for both teams. This way no one but the objective bystander, and the traitors know who is a regular teammate and who is a traitor. The best part is, the traitors don't know who is the traitor on the OTHER team!
An Example:
Chris, and Tim are on TEAM1
James, and Tom are on TEAM 2
They line up, putting ample space between each other, so the objective bystander, Dave, can select traitors. Dave starts with TEAM 2, who will be using BLUE armbands. TEAM 1 will be wearing RED armbands.
Dave taps Tom's shoulder. Tom opens his eyes. Dave gives Tom a blue armband. Tom puts it in his pocket, and closes his eyes.
Dave taps James's shoulder. James opens his eyes. Dave gives James a blue and a red armband. James puts the blue armband in his pocket, and stashes the red armband where it won't be seen. James closes his eyes.
Dave taps Chris's shoulder. Chris opens his eyes. Dave gives Chris a blue and a red armband. Chris puts the red armband in his pocket, and stashes the blue armband where it won't be seen. Chris closes his eyes.
Dave taps Tim's shoulder. Tim opens his eyes. Dave gives Tim a red armband. Tim puts the red armband in his pocket, and tells everyone else to open their eyes.
The game starts (this should be as close to when the traitor is picked as possible, so no one has enough time to ferret out who has an extra armband in their pocket). After the agreed upon time period (5 minutes), James immediately kills Tom, pulls off the blue armband, and puts on the red armband.
Chris has decided to wait. James joins Tim and Chris in hunting Tom. Chris is hidden from Tim and James- who are in front of him. He pulls off his red armband and puts on the blue armband. Chris runs back to TEAM 2's base, and wins the game.
Obviously the teams will normally be bigger than 2 vs 2.
In bigger games, it's harder to pick the traitor if he decides to wait. In a 5 vs 5 game, it's hard to figure out which of the other four people has two armbands.
---------------------------------------------------------------------------------
The only other way to fairly pick the traitor is to give everyone armbands for both teams, and to put ballets in a hat. One ballet is marked "traitor", and the others are marked "soldier". There should be one ballet for each member of a team. (On a 4 vs 4 match, there should be 3 "soldier" ballets, and 1 "traitor"). One team selects their ballets, and no one is allowed to show their ballet to ANYONE else. The ballets are returned to the hat, and the second team selects their ballets. Again, the most important part of this is that [glow=red,2,300]NO ONE shows their ballet to ANYONE else[/glow]!!!
Again, the time limit is agreed upon, and some signal is agreed upon to alert traitors that the time limit is up. It should be some easily recognizable signal. Either a broadcast over the common channel; which isn't reccommended, or an air horn blast. In the case of the air horn, a spectator, judge, bystander, or someone playing should be selected to keep time and blow the airhorn when the time limit is up.