I am working on a game that has some similarities to Mafia/Werewolves. The game is set in the future, and each player takes on the role of a robot. The game places a primary focus on hiding and discovering player roles. There are two factions in the game, the forces of the Resistance and the forces of the Mainframe (the evil ruler of the planet). Instead of a narrator who possesses all of the information (like in Mafia/Werewolves), one player plays the Mainframe and has no information.
The goal of the Mainframe player is to determine through a process of trial and error the roles of each player, and kill a specific target. The Resistance players will try to keep the target players “under the radar” by using misdirection. The Resistance will also try to prevent the targets from being wounded by sacrificing themselves.
One player will take on the role of a traitor while playing the game. The traitor has his or her own victory condition, and tries to kill members of the Resistance along the way. However, if the traitor is killed, the Resistance loses.
The turns are in this order:
1. Mainframe
2. Resistance
3. traitor
During the Mainframe’s turn, he or she attacks the players and tries to gain information about player roles. During the Resistance’s turn, the Resistance can heal players, upgrade a player, free captured player, and move. During the traitor’s turn, he or she can attack other players or make it more likely for another player to abandon the Resistance.
Here is the problem. Keeping the traitor’s identity concealed is of utmost importance in the game. If the traitor is killed, the Resistance and the traitor loses. However, the traitor get his or her own turn, and must play cards during his or her turn (this will immediately reveal his or her identity). I have resolved this by having the Mainframe player leave the room each time it is the traitor’s turn. I don’t like this solution, because the Mainframe player will have to leave the table or room up to 15 times in a game. I have also thought about having everyone “act” like the traitor during this turn and have everyone look at the traitor cards and play cards. However, I don’t really like this idea.
I would like to keep the Mainframe player at the table, but I don’t want to reveal the traitor’s identity. Does anybody have any suggestions?
Good point. Actually, there is some backstory which I didn't include in my description. In the story, the traitor is the captain of the guard and has security clearance to all of the Mainframe's areas. He betrays the Mainframe, and helps the Resistance to make their way towards the Mainframe's capital. In essence, the Resistance would not be able to complete their mission without the traitor. However, the traitor is double dealing and wants to wipe out members of the Resistance.
Herein lies the difficulty for the Resistance. The Resistance cannot let the traitor be killed, since they wouldn't be able to destroy the Mainframe without him. However, the traitor keeps stabbing them in the back throughout the game. This element adds some tension to the game.