Hi there all again...
in most deduction games the player need to find the identity of a murderer. in "clue" all players are suspects and one is the murderer, but what if the murderer has much more role in the game?
he would interfere with the plans of the other players and stuff, like a traitor... yet he still need to stay low, so the other players will not suspect him.
this require that the player will be aware that he is the murderer from the first minute of the game. in that case we need to find him a different goal.
I tried a scoring system, where the murderer get's 1 point for every wrong declaration of the other players, but it's poor system...
So does any one has an idea how to give the murderer more role in the game?
"Traitor" role in deduction game, possible?
Ability to lie about clues.
No, because if caught in the lie the traitor will lose. The traitor must hide his identity without hiding it in a provably false way. If the traitor doesn't know what the other players already know, there is a possibility that he will fall into this trap.
Sounds like a great idea for a game, I like the sound of it.
I agree that the murderer could lie, if you were playing Clue for example, and rather than showing the card to the other player, you simply said it, then if you asked the murderer whether they had a card that you already had in your hand and they lied, you would then know that they were the murderer. You could perhaps have conversations occurring in private, as otherwise it would be far too easy for the murderer to be caught out.
Obviously you'd need to do more than just tweak Clue. I think it would work best if everyone played the role of detectives, therefore the aim of the detectives might be to catch the murderer, however the aim of the murderer might be to frame another player. If the game was for 4 (perhaps 3) or more players, then the innocents win by correctly guessing the murderer and if they guess wrongly they are out of the game (or perhaps stay in the game in some way, but can no longer guess the murderer) and the murderer would automatically win by being one of only 2 players left.
Another option is that the murderer actually has to murder the other players (perhaps again winning if there is only one other player left). A murder could have occurred at the start of the game, or the murderer could have to perform the first murder after the start of play (you'd have to think about what happens if one player is out of the game for most of it if this happens). This could be done via poison, traps, etc. so that the murderer does not need to be in the same room when it happens.
If you read detective novels I'm sure they'll help suggest some mechanics by which the murderer could confuse his/her trail!
You really should check out some existing games that have players as Traitors, i.e Shadows Over Camelot
Check out Werewolf:
http://www.eblong.com/zarf/werewolf.html
This is a game that has lots of deception, and is great to play at parties. However, it is not a board game. You could probably easily adapt it, though.
Check out this game : London 1888
http://www.boardgamegeek.com/game/19991
I have played, it is really nice. Basicaly each player has 5 hidden cards, when interrogating the interrogator reveal a card. If it is a "false track", the card is removed, a suspect, the player card are reshuffled and and identity determine that you are either innocent or "jack the ripper".
Now there are many victory condition. ( I don't remember all of them )
- If jack is never revevealed, he wins.
- If jack is never cought before the last event, he wins
- if jack kill all the other opposing players, he win ( some character's support jack )
- Jack can always try to hang himself at his house if he has the rope. Doing so makes him win since nobody know who is "Jack the ripper"
- Capturing or killing jack will make the other player(good guys) wins.
Hey nice. Finally a subject I've thought a lot about in the past and about which I can therefore speak from my own experience. Yay!
While ago I was working on a game based on the Salem Witch Trials. It was a bit like Werewolfs (Miller's Hollow) but it didn't take that long (15 min.). The big plus, however, was that all players remained in the game untill one of them makes the Final Move.
Such a final move was: unmask a certain player. Every turn a player was forced to leave clues about who he was. When a player makes his final move: for example the priest suspects a player to be the which, he could be wrong or right. If he was right, he won. If he was wrong, he almost instantly blew his cover, because the priest is the only one searching the witch. That made sure no player would accuse people multiple times.
In all characters the players could choose there was one traitor: the tramp. At the start of the game, he knew the identity of the witch and she knew his (this is so that they both can't lie afterwards). He points at a player. If that player reaches his own goal, the bum wins. That makes all the players searching for the tramp. Once the tramp was unmasked, he could still win by unmasking the player that unmasked him. Everybody had an eye on him, but he had an eye on everybody. That also made everybode treat eachother with great suspicion.
You could do something like that, but not entirely like that of course, because I'm still working on this game.
Deception, a game for 5 or more players. (5 sounds good... I'm just making this up as I go)
Description: Each player controls a killer and a few innocent people.
Setup: Separate the red and black suits in a deck of cards. The red deck represents living, breathing people, some of whom are serial killers. Deal this deck out face down to each player.
Each player then secretly draws a black card. This card reveals their killer's identity - Hearts matches with spades, diamonds matches with clubs (i.e., if the drawn card is the 4 of spades, the killer is the 4 of hearts.) Players must memorize it, set it aside, and may not pick it up.
Now, the rest of the black cards are dealt out to everyone these represent alibis for the innocent people. Red = people, black = alibis... hearts -> spades, diamonds-> clubs.
You might not have the red card that matches your killer card. This is OK.
Goal: Be the last killer standing.
Play: There are two cycles to play: day and night.
During the Day, Someone gets lynched. Each player puts one red card from their hand into the center. Players then argue and fight about which red card gets killed. It is a wise idea that if someone else plays your killer's red card to make sure it doesn't get killed. But don't be too obvious about it.
Players must decide vote on what red card gets killed. Once that is determined, then proceed.
If you have the alibi for the red card that is lynched, put it down. If the red card has no alibi, then one of the killers was taken out. The player owning that killer must reveal their card. They may no longer take part in night-time killings, but they continue to play.
During the night, an innocent gets killed. One player puts down a black alibi card. The player owning the matching red citizen card must lay it down. Those cards are discarded. Only one player kills per night, and this cycle goes clockwise, starting from the dealer. Skip players who's killer was killed.
Perhaps a third stage (investigation?) would be desireable, where players trade alibi cards (pass to the left or something)?
Winning:
Once every other killer has been eliminated, the remaining player reveals their killer's identity (the black card face down in front of them). Maybe a point system should be involved here. I don't know.
What do you think?
In my game Malice Aforethought, the players are all trying to become the murderer in the first phase. After a body hits the floor, the players switch to deduction mode, while the murderer tries to cover their tracks. The player's aren't safe, however, as the killer can, if need be, keep killing. But there is good reason not to do so, as each hidden action leaves clues that are very hard to clean up later.
Malice Aforethought was a very difficult game to create, as my design goals were to have a deduction game where the killer gets to kill another character during the game, in full view of the other players, and still have nobody know for sure who did it, thus leading to the second phase of the game. Trying to solve a murder with the killer still on the grounds is a much more tense affair than a bunch of detectives running around. suddenly, everyone's looking for weapons, and not just for clues...
Hedge,
That sounds ridiculously tense and fun =) But how does the first phase work? Wouldnt it be obvious if someone was trying hard and "won" the title of murderer? So I'm assuming it's done in secret somehow, but I can't for the life of me figure out how (which is why I assume this was a difficult game to work on). If you would like to divulge what you've come up with thus far, I for one would be most interested.
You can't say popcorn, and then no butter =D
Oops... see below.
Yeah, well, the hardest part about this sort of thing is to control the player's actions through some sort of believable rationale. In my game, it's the story: The group is initially in one room (the Library, or course), and have gathered at the behest of the house's rich owner (some sort of philanthropist, of course). Each has a motive for killing one of the other players, and each intends to do so. Well, the philanthropist has a heart attack before anyone can pull off their crime, and the lights have gone out due to a winter storm. The players split up to search the house and grounds for the things they need to save the man's life.
This, they all think, is my opportunity...
While collecting the objects their stricken host requires, the players are also collecting weapons with which to bump off their target. When someone succeeds, the quest to restore communications is started in earnest. Everyone else now knows that they dare not kill their target tonight, because their taget is now on guard.
The non-killers search the premises, finding clues as they do so. The murderer tries to find these clues as well... to eliminate them. Finding clues is dangerous. Not finding them is worse. If the killer can reactivate the phones and electricity, and make the call to the police, they'll establish their own alibi first, and get away with murder.
As you can see, the pre-mortem and post-mortem phases of the game are similar, and have identical mechanics, but the story effectively forbids all but one player from further killing. This makes the game very tense, as does the fact that the murder took place in plain sight, in front of all the players. Suddenly, one of them is attacked, seemingly out of nowhere, fails to defend themselves, and dies a horrible death. The others seem to look on innocently. Emphasis on seem.
This is not easy to pull off in a game, and Vegas-style casino busters may have an edge. But even knowing who killed the victim is useless if you can't prove it. And once a player kills once, it's foolish to let that person know you're onto them, as they have little to lose in killing again...
I tought of that, but it can ruin the game for the other players.
it will really mass things up, don't you think?