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Trope was cut/disambiguated due to cleanup


* HousepetPig: One random event has a dying man bequeath your character his beloved companion pig. It helps you hunt for food if you keep it; otherwise, it contributes [[EatTheDog more directly]] to the food supply.

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* HousepetPig: One random event has a dying man bequeath your character his beloved companion pig. It helps you hunt for food if you keep it; otherwise, it contributes [[EatTheDog [[EmergencyFoodSupplyAnimal more directly]] to the food supply.
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* ClueOfFewWords: The FortuneTeller Talia Jones has the special ability that her player can look at the top two cards in the Crisis Deck and give the rest of the table a two-word hint of the troubles ahead.
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* VariablePlayerGoals: The whole point of the Secret Objectives. They add to the air of tension, as a player [[ItsAllAboutMe looking out for number one]] is not necessarily a traitor. It also sets the game apart from most cooperative ''and'' most tsocial-deduction tabletop games: in ''TabletopGame/{{Mysterium}}'' the entire team can lose but there's NoAntagonist, and in ''TabletopGame/SecretHitler'' either the liberals win or the fascists win... but in ''Dead of Winter'' it's possible for '''everyone''' to lose, traitor and loyalist alike.

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* VariablePlayerGoals: The whole point of the Secret Objectives. They add to the air of tension, as a player [[ItsAllAboutMe looking out for number one]] is not necessarily a traitor. It also sets the game apart from most cooperative ''and'' most tsocial-deduction social-deduction tabletop games: in ''TabletopGame/{{Mysterium}}'' the entire team can lose but there's NoAntagonist, and in ''TabletopGame/SecretHitler'' either the liberals win or the fascists win... but in ''Dead of Winter'' it's possible for '''everyone''' to lose, traitor and loyalist alike.

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* EvilAllAlong: Traitors work to destroy the Colony from within. If the players don't expose one, they're only revealed at the end of the game... sometimes [[TheBadGuyWins as they claim victory]].



* FaceHeelTurn: What the Traitors do at the very end of the game.



* GasolineDousing: The Long Night expansion adds fuel cards that can also be used to kill a zombie instantly without resorting to combat, bypassing the risk of injury or infection.



* RaceAgainstTheClock: Once the round token hits zero, the game is lost (unless the goal is to survive a certain number of rounds)

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* RaceAgainstTheClock: Once the round token hits zero, the game is lost (unless Unless the goal is to survive a certain number of rounds)rounds, if the round counter hits zero before the main objective is achieved, the game is lost.



* ZombieApocalypse: The setting.

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* ZombieApocalypse: The setting. The dead walk the earth, society has crumbled, and the player characters have formed a small colony of survivors that rely on looting the remains. There are some signs of broader human activity, like traveling survivors, police running a ProtectionRacket, and air-dropped supplies from China, but for the most part, the Colony is on its own.

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* AxCrazy: One of the options for a Traitor.

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* %%* AxCrazy: One of the options for a Traitor.


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* BoringButPractical: Several survivors' abilities don't do anything interesting for ''them'', but shift the odds in ways that can keep the colony afloat. Examples include Loretta Clay [[ResourcesManagementGameplay creating food tokens]], Nadia Rivers letting each player [[LuckManipulationMechanic replace a die roll]], and Brandon Kane clearing the trash heap more efficiently.

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* HarderThanHard: Every scenario comes with an alternate version that ups the difficulty.

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* HarderThanHard: Every scenario comes with an alternate version that ups the difficulty.difficulty with factors like a stricter time limit, more zombies, and more stringent victory conditions.


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* NoBikesInTheApocalypse: {{Downplayed|Trope}}. The bicycle messenger Hugo Valentine is immune to most hazards of travel -- he can't suffer injuries or frostbite, but he can get bitten. However, it's unique to him; others who want to travel safely had better scrounge for fuel.
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** A findable item is a book called ''The Adventures of Dr. Hat Wife," a reference to noted neurologist Oliver Sacks and his seminal work of popular psychology, ''[[https://en.wikipedia.org/wiki/The_Man_Who_Mistook_His_Wife_for_a_Hat The Man Who Mistook His Wife for a Hat]]''.

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** A findable item is a book called ''The Adventures of Dr. Hat Wife," Wife,'' a reference to noted neurologist Oliver Sacks and his seminal work of popular psychology, ''[[https://en.wikipedia.org/wiki/The_Man_Who_Mistook_His_Wife_for_a_Hat The Man Who Mistook His Wife for a Hat]]''.
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* ShoutOut: the "The Long Night" expansion has a number of these.
** A findable item is a book called ''The Adventures of Dr. Hat Wife," a reference to noted neurologist Oliver Sacks and his seminal work of popular psychology, ''[[https://en.wikipedia.org/wiki/The_Man_Who_Mistook_His_Wife_for_a_Hat The Man Who Mistook His Wife for a Hat]]''.
** A second book is entitled, ''The Art of Being Neither Seen Nor Heard'', a joke from ''Series/ArrestedDevelopment''.
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Asskicking Equals Authority has been renamed.


* AsskickingEqualsAuthority: Survivors with a better attack score tend to have higher influence.

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* AsskickingEqualsAuthority: AsskickingLeadsToLeadership: Survivors with a better attack score tend to have higher influence.
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* GuestStar: Felicia Day is a promotional character. The expansion has Rich Sommer, of Mad Men fame.

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* GuestStar: Felicia Day Creator/FeliciaDay is a promotional character. The expansion has Rich Sommer, of Mad Men fame.Creator/RichSommer.
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* WeAreStrugglingTogether: Players' secret objectives can sometimes put them at odds with other players or the Colony's main objective (for example, if they have to hoard necessary supplies). Zig-zagged with one Crossroads card that inspires the character to set aside their personal goals and devote themself fully to the Colony's survival.
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* HousepetPig: One random event has a dying man bequeath your character his beloved companion pig. It helps you hunt for food if you keep it; otherwise, it contributes [[EatTheDog more directly]] to the food supply.
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* AteItAll: One Crossroads card has a new survivor arrive at the colony with a very fat friend. If the friend is allowed to join, he eats the colony's entire food store. Otherwise, you lose a point of Morale and [[ImAHumanitarian five food tokens are]] ''[[ImAHumanitarian added]]'' [[ImAHumanitarian to the store]]...

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* AteItAll: One Crossroads card has a new survivor arrive at the colony with a very fat friend. If the friend is allowed to join, he eats the colony's entire food store. Otherwise, you lose a point of Morale and [[ImAHumanitarian five food tokens are]] ''[[ImAHumanitarian added]]'' gain]]'' [[ImAHumanitarian to the store]]...five food tokens]]...

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* AntiHero: Your Survivors might make some questionable decisions. As a group, the Colony might vote to deny shelter to people seeking help, exile their own, or any number of morally grey acts. However, you cannot kill [[TheLoad helpless survivors]] and being too callous brings down the morale counter.

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* AntiHero: AntiHero:
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Your Survivors might make some questionable decisions. As a group, the Colony might vote to deny shelter to people seeking help, exile their own, or any number of morally grey acts. However, you cannot kill [[TheLoad helpless survivors]] and being too callous brings down the morale counter.


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* AteItAll: One Crossroads card has a new survivor arrive at the colony with a very fat friend. If the friend is allowed to join, he eats the colony's entire food store. Otherwise, you lose a point of Morale and [[ImAHumanitarian five food tokens are]] ''[[ImAHumanitarian added]]'' [[ImAHumanitarian to the store]]...
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* MyLittlePhony: One Crossroads card lets a male survivor find a beloved "My Tiny Horsey" figurine, to the disgust of a GrumpyOldMan back at the colony. It makes the survivor immune to Despair.
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* DamageTyping: Survivors can suffer regular Wounds, Frostbite Wounds that deal DamageOverTime until they're healed, and Despair tokens. Some effects only affect specific types of harm; in particular, Despair can't be removed by normal healing, but can [[DeathByDespair kill]] a survivor just like other wounds.

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* DamageTyping: Survivors can suffer regular Wounds, Frostbite Wounds that deal DamageOverTime until they're healed, and Despair tokens. Some effects only affect specific types of harm; in particular, Despair can't be removed by normal healing, but can [[DeathByDespair kill]] a survivor just like other wounds.physical harm.
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* DamageTyping: Survivors can suffer regular Wounds, Frostbite Wounds that deal DamageOverTime until they're healed, and Despair tokens. Some effects only affect specific types of harm; in particular, Despair can't be removed by normal healing, but can [[DeathByDespair kill]] a survivor just like other wounds.
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* DeathAsGameMechanic: When a character dies, Morale goes down - as the game is lost if Morale ever gets to zero, this is usually bad. However, one character is so useless that if you kill him immediately, the group actually ''gains'' morale (though that player now has one less character to control). Also, if one player is [[SlidingScaleOfCooperationVsCompetition the traitor]] themselves, they can only win the game if the rest of the group loses, so 'accidentally' letting characters die can be a very useful way of achieving that.

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Removed Square Peg Round Trope entry for Exposed To The Elements: that trope is for when characters are depicted with improbably little clothing for the weather.


* DeadlyScratch: One Crossroads card has a survivor meet a stranger with a cut on his arm. He laughs it off, but the player has to choose whether to let him into the Colony and roll the dice against [[ZombieInfectee an outbreak]] there.



* ExposedToTheElements: The game is set in winter, and frostbite is a serious concern that can occur when the survivor moves or attacks. Some crisis cards cause things like hailstorms and other problems.



* HarmlessFreezing: Averted. Players with frostbite will suffer more wounds until healed or dead.

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* HarmlessFreezing: Averted. {{Inverted|Trope}}. Players with frostbite will suffer more wounds DamageOverTime until healed or dead.



* ThenLetMeBeEvil: With the Long Dark expansion, an innocent exile can become the leader of the Raiders.

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* ThenLetMeBeEvil: With the Long Dark Night expansion, an innocent exile can become the leader of the Raiders.



* ZombieApocalypse: The setting.

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* ZombieApocalypse: The setting.setting.
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* RenovatingThePlayerHeadquarters: ''The Long Night'' introduces Improvements that grant passive benefits to the Colony or new action options to the players. Four possible Improvements are drawn at random at the beginning of the game; each can be built using certain tools, character abilities, and/or random events.
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* GrayIsUseless: "Helpless survivors" have grey silhouette tokens and can't work for the Colony, whereas {{player character}}s have [[NominalImportance names]] and full-colour portraits.

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[[SimilarlyNamedWorks Not to be confused]] with the [[IncrediblyLamePun chilling]] 1987 GothicHorror [[http://www.imdb.com/title/tt0092842/combined film]].

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[[SimilarlyNamedWorks Not to be confused]] with the [[IncrediblyLamePun chilling]] 1987 GothicHorror [[http://www.imdb.com/title/tt0092842/combined film]].
film]]. Also not to be confused with the ''Webcomic/DeadWinter'' webcomic, which hilariously enough is also set in a ZombieApocalypse.



* EveryoneIsBi: A crossroads card implies that two characters are lovers and can spend their time either arguing (creating noise for the zombies) or having sex (preventing them from searching). This is regardless of the genders of the survivors, they just need to be alone together. (It can be especially embarrassing if one of the partners is a dog, monkey or Forest the Mall Santa.)

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* EveryoneIsBi: A crossroads card implies that two characters are lovers and can spend their time either arguing (creating noise for the zombies) or having sex (preventing them from searching). This is regardless of the genders of the survivors, they just need to be alone together. (It can be especially embarrassing if one of the partners [[BestialityIsDepraved is a dog, monkey monkey]] or Forest the Mall Santa.)


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* {{Expy}}: Edward White is a rather obvious one of [[Series/BreakingBad Walter White]]. John Price, subsequently, is one of Jesse Pinkman.
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* {{Pyromaniac}}: One of the victory conditions, "Burn It All Down", requires the colony to survive with 4 barricades and for the player to have a gas can in their inventory, implying they're going to torch the colony after the game has concluded.
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* LuckBasedMission: The game offers a remarkable number of ways to recover from, or at least mitigate, a stroke of bad luck... yet you can still get screwed by, for example, too many food-related Crises in a row (since you always need to feed your people ''in addition'' to spending Food cards to avoid the Crisis), or by a "bitten" result on the Exposure die, or... Hell, the way the first player marker rotates can screw you over! [[labelnote:explanation]]Turn order goes clockwise. The first player marker rotates counterclockwise, which means you will play two back-to-back turns, sooner or later. That may sound good, but if one of your characters gets a frostbite wound (take an extra wound at the beginning of each of your turns), they will end up taking two wounds without any other player being able to help them, and since the maximum number of wounds most characters can take before dying is three...[[/labelnote]]

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* LuckBasedMission: The game offers a remarkable number of ways to recover from, or at least mitigate, a stroke of bad luck... yet you can still get screwed by, for example, too many food-related Crises in a row (since you always need to feed your people ''in addition'' to spending Food cards to avoid the Crisis), or by a "bitten" result on the Exposure die, or... Hell, the way the first player marker rotates can screw you over! [[labelnote:explanation]]Turn order goes clockwise. The first player marker rotates counterclockwise, which means you will play two back-to-back turns, sooner or later. That may sound good, but if one of your characters gets a frostbite wound (take an extra wound at the beginning of each of your turns), they will end up taking two wounds without any other player being able to help them, and since the maximum number of wounds most characters can take before dying is three...[[/labelnote]][[/labelnote]] In fact, it's quite possible for the entire colony to ''wipe'' before a single turn has occurred. (In such cases, it's preferable, because the players can shrug, and quickly reset for a new game.)
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* SerialKiller: One Traitor wants to watch other colony members die, and gets off on it.
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* SocialDeductionGame: Players work together to gather supplies, resolve crises and protect their colony from zombies. However each player also has a special victory condition, unique to them, and some of these can require them working to sabotage the colony without the other players realising they're a traitor.
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* TheLoad: Helpless survivors, which take up space, attract zombies, eat your food, and contribute nothing to the betterment of the colony. Implied to be either small children or the elderly, depending on what the scenario calls for (or players' interpretations).

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* TheLoad: Helpless survivors, which take up space, attract zombies, eat your food, and contribute nothing to the betterment of the colony. Implied to be either small children or the elderly, depending on what the scenario calls for (or players' interpretations). One scenario explicitly makes one of them an extremely fat guy who [[BigEater eats all of the colony's food]] -- or can be [[IAmAHumanitarian made into five food chips]]. Bon Appetit!

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