Variants for Dark Moon

By: Dennis B. B. Taylor

Discover the Exciting Rules of Dark Moon!

Dark Moon is an incredible game that offers a unique experience for players. With its variant rules, the game becomes even more thrilling and unpredictable.

Let me take you on a journey through the captivating world of Dark Moon variant rules. Brace yourself for an adventure that will keep you on the edge of your seat!

The Traitor Among Us

In the variant rules of Dark Moon, there may be a traitor lurking among the crew members. This adds a whole new level of suspense and suspicion to the game. As you work together to complete tasks and survive, you must also be wary of your fellow players. Are they really who they claim to be, or are they secretly working against you?

The presence of a traitor not only tests your ability to trust others but also adds an element of deception and strategy to your gameplay. Can you outsmart the traitor and ensure the safety of your crew? It’s a battle of wits and survival!

Unexpected Events

Another exciting aspect of Dark Moon variant rules is the introduction of unexpected events. These events can completely change the course of the game and keep you on your toes. They may vary from equipment malfunctions to unforeseen threats, shaking up your strategies and forcing you to adapt.

These unexpected events add a sense of urgency and tension to Dark Moon. They will challenge your problem-solving skills and test your ability to think on your feet. How will you respond when faced with a sudden crisis? The choices you make could mean the difference between victory and defeat.

Choose Your Difficulty

Dark Moon variant rules also give you the freedom to choose your preferred level of difficulty. Whether you’re a seasoned player looking for a challenge or a newcomer seeking a more casual experience, there’s a variant rule for you.

By adjusting certain parameters, such as the number of traitors or the severity of unexpected events, you can tailor the game to your liking. This flexibility ensures that Dark Moon remains engaging and enjoyable, regardless of your skill level.

Are You Ready?

Now that you’ve delved into the enticing world of Dark Moon variant rules, are you ready to embark on this thrilling adventure?

Immerse yourself in the game, navigate through the treacherous space station, and uncover the secrets that lie within. Remember, trust no one and expect the unexpected. Your survival and the fate of your crew depend on it!

Join the Dark Moon universe and experience a gaming sensation like no other. Get ready for a rollercoaster ride of emotions, alliances, and betrayals. May the stars guide you in your quest!

If your group thinks the game is unfair for one team, you can add these rules to make it more balanced. You can mix and match these rules in any way you want, but keep in mind that they are listed from most effective to least effective.

I. Making it Easier for the Infected Team

Expensive Voting

After a vote, all dice used are put into the Available Resources pool. This makes voting much more expensive and managing the dice pool harder for the Uninfected team.

First Is Last

When it’s time for Malfunction Tasks, the player on the left gets to decide if they want to be IN or OUT. They also roll and submit dice first. The active player, who picked the Task card, goes last. This gives Infected players a big advantage because they can choose a dangerous Task and then easily tank it since they roll and submit last.

Flimsy Quarantine

If you’re quarantined, you can still draw and choose Task cards at the end of your turn. So even if you’re infected, being in quarantine lets you keep influencing the game by drawing Task cards and playing nasty ones.

Telepathic Infected (Only for 5 to 7 Players)

Before the Commander picks the first Event card, we all close our eyes for 10 seconds. One person counts slowly to 10 while we keep our eyes closed. During that time, the Infected players can open their eyes and secretly figure out who else is Infected.

Dangerous Situations

Sometimes, when we draw tokens because of an Event card, the game can end. This might seem strange because it means we’re trying to fail at Tasks on purpose. But it’s part of the challenge for the Uninfected team and makes the game harder for them.

No More Problems

If everyone infected has come forward, we’ll collect all the Task cards. Then, we’ll get rid of any Complication Tasks. We’ll mix up the remaining cards and create a new deck just for the Malfunction Tasks.

II. Easier For The Uninfected Team

A Weaker Reveal – Extreme

When I reveal myself as an Infected player, I can’t use my Infection Power at all.

A Weaker Reveal – Normal

When I reveal myself as an Infected player, I can still use my Infection Power as usual, but I can’t roll a die to see if I can use it again.

Safe Orders

If I receive an order, I can’t choose to reveal myself as Infected as one of my actions.

Fatigued Infected

Once I’ve revealed myself as Infected, I can only use one die during Malfunction Tasks.

Costly Actions

Before I can perform any of the five Infection actions, I have to give up one of my dice to the Available Resources pool. This is the ‘cost’ of taking an action.

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