I am working with a friend of mine to refine an older game design of mine. So far it has come together really well, but now we are clashing over a few design decisions. I'd like to post a little about the game and see what this community of game developers and gamers have to say about the game.
The game is a secret identity deduction game. One player is dealt a spy identity and the remaining players are non-spy. The goal of the spy is to simply survive, or manipulate the destruction of at least half the non-spy players.
During a player turn, all OTHER players will play a card from their hand face up on the table. The cards will either deal damage to the turn player, or protect the turn player from damage. If their are more damage cards than defense cards, the player is wounded (or eliminated) otherwise the game progresses to the next players turn. That is basics of the game.
We have implemented special effect cards that can be played at any time to aid with information gathering and deduction as well as impact certain areas of the game (combat mostly). Several of the special effect card create a "clock" on the game that gives the edge to the spy as once a certain amount has been played, the spy wins! We have also implemented mission cards to help with the gathering of information.
When a mission card is drawn from the deck, the player who draws the mission selects one player that won't be participating in the mission. Then all players that are participating are given a PASS card and a FAIL card. Players will vote for the success or failure of the mission. If the mission succeeds then nothing happens. If the mission fails, one of the "clock" special cards are drawn from the deck and placed into play.
Can I please get some feedback on the overall design of the game. Does anything seem like it doesn't fit?
Thanks
by identifying and eliminating the spy.