I've found that some of the most effective times to play the turncoat role were towards the end of the game. For example, it will often work out that there are three players of one faction and one of another, and the three players will be winning every turn (which leaves the one other guy far behind). If you manage to play the turncoat role on turn 6 or 7 and you play your influence cards right, you can sometimes pull out ahead of the two who were part of your faction and clinch the game.
I agree that, with the low number of turns, it's very difficult to recover from an early-game blow. If you get stuck as the odd-man-out (all three other players are of one faction), it's often impossible to win. However, it does create a sense of urgency, and it keeps the play time pretty low. Plus, it really makes you think about what roles you should take (should I go for short-term benefits? long-term benefits?) I'd like to see a version of this game that has more players, more factions, more territories, and more turns. It could really be turned into something great.
Maybe I'll round up three friends and see if I can get them to play it in real life. I love games like this that involve strategy, especially when you're playing with real people.
[Edited by Malarame at
Local Time:06-04-2005 at 03:43 PM]
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Matt O'Leary
Webb Institute
Class of 2007
"
I never forget a face, but in your case I'll be glad to make an exception."
-Groucho Marx