I've often come across a game theme or idea that would benefit from semi-anonymous action, so if we can get this nailed, I'm taking you all out to dinner.
So I have a game where players are encouraged to rat on each other and at the same time there are great social pressures that mean they should probably think very carefully about doing so.
If Player A rats on Player B, I need the following possible outcomes: 1) It remains undiscovered and the originator (the rat) is never known 2) It is discovered and the originator is never known 3) It is discovered and the originator is also known
Of these three outcomes, (2) needs to happen more often than not.
I have just one solution at the moment and it's rather inelegant. It requires having a set time or period in the game for 'ratting'. This would be a moment where the object of the rat is fixed (ie. if Player B does x then the 'rat phase' is triggered) and all other players (whether they intend to rat or bluff) are required to take part. They register their rat or bluff by means of a token or card that all look identical when face down, but reveal the true intention face up. The object of the rat (Player B) then rolls a die that tells him one of two things: a) reveal a rat token/card of your choice b) mix all the tokens/cards together and reveal the topmost The weighting of this throw would be heavily skewed to (b). In the event of (b) it would hopefully not be obvious who had ratted you out (especially as it could be more than one player and you don't get to see the other tokens). In the event of (a) you might want to avoid the player who you think would rat you out and go safe, or funnily enough, you may want to expose the rat even though it lands you in trouble. This part of my solution is the only bit I like because counter-intuitive behaviours rock my boat.
But I'm sure you clever people can do better.
TLDR: I need a board game mechanic that allows players to act with the possibility of their actions not being attributable to them (but always allowing the possibility for this to happen)
Thanks for your reply and the time you took thinking about the problem. Really appreciated.
The two main problems I see are:
1) Would motivation would you ever have to play an identifiable rat card that could be traced back to you?
2) Anonymous ratting requires multiple anonymous rats (or at the very least one other anonymous card) to be really successful.
Also, your solution unfortunately has the same constraints as mine - namely that it has to take place at a certain time in the game against a designated player. Any ideas how to broaden this out so players can simply rat on each other when they want with relative impunity (but always at the slight risk of being discovered)?
It's a tough one, no? Something that a computer game could do very easily, but a board game ...