Hi All
I had my first play test of my game, GOSSIP, on Friday night. I'd love to get yalls feedback on it. I will explain the game here and then provide links to the rules and a print-n-play version of the game.
OVERVIEW OF GAME
GOSSIP is a social deduction card game in which players take on the role of coworkers spreading gossip (gossips) or coworkers trying to identify the gossip-spreaders (friendlies).
The gossips win by lowering office morale to zero. The friendlies win by identifying the gossips before morale runs out.
Each player is dealt a secret rumor card which identifies you as a gossip or a friendly. In addition, each player is dealt a position card which defines your position in the social fabric of your corporation. The positions include the office flirt, the networker, the prankster, the slacker, and the manager. They all have unique abilities (except the manager, who has no abilities).
To play the game, players must travel to various parts of the office to "do stuff." There are four locations (which trigger in this order):
1st: the boss's office is where you go to hide from accusations (or to exchange a card in your hand for a new one)
2nd: the cubicle is where you go to draw a card
3rd: the water cooler is where you go to spread or quash gossip
4th: HR is where you go to make an accusation
The traveling is done via location cards. Each player selects one of their four location cards, and then simultaneously reveals it (i.e. like Junta).
The primary resource in GOSSIP is the gossip cards. Gossip cards have abilities on them (for instance "Play this if you are the water cooler to...") which can be played from your hand. They also have a gossip value. Gossip values are numbers which are used to spread gossip at the water cooler or support an accusation. The values range from -2 to +2.
The key mechanic is the use of a secret ballot voting system. For instance, when spreading gossip at HR, each player may play up to one card face down. In addition, two cards are added to the gossip pile at random. The cards are then shuffled and revealed. If the value is less than zero, morale decreases. If the value is greater than zero, morale increases. A similar thing happens with accusations except that 2 cards are not added from the gossip deck.
There are other nuances in the game including what happens when you accidentally accuse a friendly, way for a friendly to reveal him or herself, etc. and these are all explained in the rules.
One struggle I am having is with the starting morale value. But I'm also wondering if there are ways to 'break' the game that I am not seeing yet. Either way, I am hopeful one of you might have a look and point out the obvious (or not so obvious).
LINKS
Rules: http://handsomegames.wix.com/gossip#!rules/c1rzs
PnP: https://static.wixstatic.com/ugd/70855f_8e726a4614de4dfbaefce67e259ef877...
Nope! The rumor cards (the cards which identify you as either a gossip or a friendly) are dealt face down to each player.
Almost!
Any player who is not a revealed gossip may vote provided they have a card in their hand. This means that revealed friendlies can vote, too.
Exactly! And you mentioned a good point about convincing others. That's one thing that makes the game not so easily broken. For instance, accusations on turn 1 shouldn't make sense. At best you have a 38% chance of picking the right person. Then you have to convince people to go along with it b/c if they submit cards and you're wrong, it should slant heavily in favor of the gossips. And of course, if someone tries that on turn one, it *should* get voted down, and then the accuser should be accused *next* turn. Etc. So there's some self-policing there.
But your point is a good one. It's a very strong play for a gossip to accuse a friendly, get it voted through, and then convince everybody your actions were logical enough to not get yourself accused next turn!
In our play test, we had some lovely (and hilarious) back and forth over moments like these.
There are very few times were players are forced to make an action. Voting is no exception. Players have the option to vote, just as they have the option to play cards at the water cooler. The rules generally state that a player "may" do something and/or use the language "up to one card" suggesting that no cards may be played.
Some examples:
- you can go to the water cooler and not play anything (for instance, the Networker may go to exchange a card in his hand with another player; or the office flirt may go to peak at a card in someone's hand. The office flirt could, then, slow down a gossip who went to the water cooler with 1 card even if she, herself, has non)
- you can abstain from voting
- you can go to HR and not make an accusation
- you can go to the manager's office and not exchange a card (though this will look uber suspicious)
Thank you so much for your feedback. I am going to Kickstart this game eventually, but you are more than welcome to try out the print-n-play version!