I'm having trouble with my concept.. and there's really not much existing to help.
My game is a worker placement where you reserve actions (like Champions of Midgard). Each player starts with 20 troops, but only can use 4 troops per turn to place actions. All players must maintain a communal "food" resource pool through hunting actions. Insufficient food = loss of troops. There is also actions to generate gold. Gold is used to purchase stuff at a Market action space (and perform some other actions).
The main difference in my game is the hidden objective of a "target opponent". Let's say blue's objective is red. Then blue gets a end of game bonus for having more troops than red. Blue would therefore want to kill off red's troops without making it obvious that it is his objective. The "killing off" part is done through supporting Hunt actions and assassinating the opponent with a bought item, or poisoning an opponent during the feeding actions, ..etc.
In order to maintain the hidden objectives throughout most of the game, I think I need all worker placement actions to be taken (so you can see where people are going), then a hidden way to perform the assassinate phase (I'm thinking through cards that everyone puts in a pile, like in The Resistance's Pass/Fail quest phase), then resource gathering from actions, then viewing who loses troops from the assassinate phase. But you wouldn't know who's assassinated you, because there are multiple means of doing so (Hunt, Poison, and others I need to come up with). Next, these cards that are discarded with the assassinate actions are somehow stored in a discard pile as evidence, and you can use an action placement to view them.
I'm having trouble getting this to a playtesting state, because I can't seem to sort out how the assassinate actions work, and how the evidence pile can be structured / used..etc.