My game is semi-cooperative. The game can end in either Peace or Civil War. The players are working together to try to achieve the Peace ending, however there is a twist.
Throughout the game players can get cards with Corruption on them. Only you know what your Corruption level is. You don't know how corrupt the other players are, or if they are even corrupt at all.
Players can secretly devote their efforts to Peace or Civil War. At the end of the game, everyone reveals their corruption levels.
If the game ended in Peace, everyone wins except for the most corrupt player - he loses! On the other hand, if the game ended in Civil War, the most corrupt player wins and everyone else loses!
I have been working on this design for a while, and parts of it are very good. However there are is a big problem.
Problem #1 If all the players work towards Peace, or it looks like Peace is inevitable, everyone will race to get rid of their Corruption, and whoever unluckily has just a bit more Corruption than everyone else will be the only loser, even though he was trying to help Peace.
There is a similar problem on the other side:
Problem #2 If all the players work towards Civil War or decide that Civil War is inevitable, everyone will race to be the most Corrupted.
The game works best when there is suspense until the last few turns about whether there will be Peace or War. So that players position themselves to take advantage of either scenario, and don't race to be super-corrupt or super-pure.
So can you think of a way to balance this and prevent the "runaway train" scenarios?
Thanks in advance!
I tried a version where all pro-Peace players win in the Peace ending, and all pro-War players win in the War ending, but that made the game too symmetrical, with no difference between the two sides. What I really want is the asymmetry of traitor games, where everyone "looks" like they are working towards Peace, but a player can secretly be working to undermine the group.
"How do players secretly influence the outcome?"
Every player has a different role. I'll give two examples:
1. There is a player whose role is, he draws 2 Event cards and looks at them. Then he chooses one to play and the other is discarded without anybody else being able to see it. The cards always have bad effects that move the game closer to War unless the players spend resources. So this player can always play the "least harmful" card, to try to preserve peace. Or he can play the MOST harmful card while lying: "Sorry, but the other card was even worse."
2. There is a Mission every turn, and one player's role is to nominate a team to deal with it. If the mission succeeds the game moves towards Peace, otherwise towards War. As in "The Resistance" and "Battlestar Galactica" every player on the team contributes one facedown card, these are all shuffled together and then revealed. The players on the team can either contribute "good" cards that help to beat the mission, or they can contribute "sabotage" cards that cause the mission to fail.
So these are some examples of how a player can secretly influence the game towards either War or Peace without the other players being certain that they are a traitor or pure.
"What is a player's motivation to have their agenda be hidden?"
Every player wants the other players to THINK they are working for Peace. If you OPENLY work towards War, you are signaling that you are the most Corrupted player. The other players would have an incentive to all work together for Peace so that they will win and you will lose. For example, if you have the Event role, and you are too obvious about always picking the worst Event, the other players will vote to remove you from that role and give it to someone else. (Each of the roles has to pass a "vote of confidence" each turn otherwise you are ousted from the role).
"I foresee a dominant strategy simply being committing to a totally corrupt (or totally peaceful) decision right at the start."
Don't you think this would be risky? If you are much more corrupt or much less corrupt than the other players, then you're very inflexible and can't react to position yourself on the "right" side in the late game.