Quite a lot of games have some sort of hidden identity component: for
example,
Lords of Waterdeep
and
Discworld: Ankh-Morpork
both deal each player a random role which then gives them a secret way
of winning the game;
Battlestar Galactica
and
Shadows over Camelot,
while nominally cooperative, may assign a traitor role to one or more
players; and the UFO faction in
Illuminati can
even covertly choose which victory condition to aspire to. But some
games are entirely about the hidden roles and working out who's got
which, and I seem to have been playing a lot of them lately.
In many ways the inspiration for a lot of these is
Werewolf (also
known as Mafia in some countries). Everyone is living in a village:
there are a few werewolves and lots of villagers, one of whom is also
a seer, and all these roles are assigned randomly and in secret. Each
night, the villagers close their eyes and the werewolves (who know
each other) collaborate to pick a villager to kill; he's out of the
game. Then the seer picks a player to ask whether he's a werewolf.
Then, during the day, the villagers vote on whom they're going to
lynch, hoping he's a werewolf and not an innocent villager (they only
find out once he's dead). Generally the game needs one player to step
out and act as a moderator, taking silent signals from werewolves and
seer so that they aren't identified.
That's about it. Villagers win if there are no werewolves left;
werewolves win if there are as many werewolves left as villagers. The
seer wants the villagers to follow his advice, but he can't openly
identify himself because the werewolves will eat him. The werewolves
and the villagers all want to be thought of as villagers so that they
don't get lynched.
Various modifications to the game add new roles: for example, the
suicidal Tanner wins the game immediately if he dies (by werewolf or
lynching), the Doppelgänger takes over the role of a specified player
when he dies, the Masons are villagers who can identify each other,
and so on. Probably the most comprehensive collection of these is Ted
Alspach's
Ultimate Werewolf.
It's an enjoyable game, but has one huge problem, which is player
elimination: if you're eaten on the first turn, well, thanks for
playing, now go and make the tea. This can be acceptable with a small
group, since games needn't take very long, or in a party context where
there are other things happening. You generally need at least five
players to make the game workable, but it can get much larger.
A clear descendant of the Werewolf family is Don Eskridge's
The Resistance.
Here the players are heroic resistance fighters who are going on
secret missions to overthrow the despotic government… except that
nearly half of them are actually spies for that government, and the
spies know each other. Each of the five missions requires a specified
number of players, more in later missions, and each player on the
mission plays a "pass" or "fail" card, which are all shuffled together
so that nobody knows who played which; one failure is usually enough
to make the mission fail. Loyal rebels must always pass missions;
spies may choose to pass or fail. If three of the five missions
succeed, the rebels win; otherwise the spies do.
But the mission mechanic isn't the important part, though obviously it
gives clues: the core of the game is voting on missions. One player
proposes a team to go on the mission; everyone votes openly on
whether the team should be sent. If the team's rejected, the next
player proposes a team; the fifth team is sent automatically.
(Actually, in the rules, rejection of a fifth team means an automatic
spy win, but it's more interesting just to assume all rebels will vote
for it in that case; there's no reason for them not to do so.) The way
a player votes, and talks, determines what other players think of him.
There's no player elimination here, though if someone ends up being
generally regarded as a spy he doesn't have much chance of being sent
on missions.
An optional rule is the use of "plot cards", which do things like
forcing a player to vote first before other players make up their
minds, forcing a passing mission vote to fail, or giving a player the
leadership position to propose the next mission team. Generally they
favour the rebel side.
The Resistance doesn't need a moderator, and games go by fairly
quickly: half an hour or so. It does need a minimum of five players,
which I've found to be a bit of a problem. There is a huge
role-playing component to the game, which is both what makes it
playable at all and what makes it more enjoyable than the raw rules
would indicate.
You can watch The Resistance being played on
TableTop, where they
make the classic error of voting up missions they're not sure about.
For more sophistication, there's
The Resistance: Avalon,
which is essentially the same game but with an Arthurian theme:
players are Loyal Knights or Minions of Mordred. Standard new roles
are Merlin (who is loyal, and knows who the Minions are), and the
Assassin, who can win the game for the Minions by correctly
identifying Merlin once the Loyal Knights have passed their third
mission (or, rather, quest); as with Werewolf and the seer, this gives
Merlin a reason not to identify himself.
Another layer of complication is given with Morgana/Percival: Morgana
is a Minion with no special powers, but Percival knows who both Merlin
and Morgana are. Just not which of them is which. (Obviously the theme
gets a bit shaky here: Morgana may use magical disguise, but really
nobody should be in doubt about who Percival is.) One can also have
Mordred, who's unknown to Merlin; and/or Oberon, a Minion who doesn't
know who the other Minions are (and isn't known to them). The
strangest variant role is Lancelot, who may end up changing sides as
the game progresses. Each of these options gives the game a slight
bias towards one side or the other.
I prefer the play of Avalon, but the theme of The Resistance, so the
new Hostile Intent expansion for the latter (which brings in all the
special Avalon rules) will probably replace Avalon in my gaming. In
particular, The Resistance seems to tie its themes to a role you
have rather than someone you are, so it's easier for me to
conceptualise in combination with anonymity: "you can get access to
the spies' computer records", say, rather than "you are the wizard
Merlin".
You can watch Avalon being played on
Shut Up and Sit Down. Over on
BoardGameGeek, there's a group of people playing
The Resistance and Avalon
by forum: obviously you get no vocal tone or body language, but you do
have a complete voting record available for study. It's an interesting
and enjoyable variant.
The current edition of Rikki Tahta's
Coup is branded as
being in the world of The Resistance, but doesn't have any game-play
link to it; the original version is set in an Italian city-state. The
basic idea is that you are a faction secretly influencing the leaders
of the state; once someone is known to be "your man", he's no longer
useful.
You start with two cards, each of which has a specific role. On your
turn, you can either take an action available to everyone (such as
taking money from the treasury), or claim that you have a particular
role and do the action associated with it (such as taking more
money, stealing coins from another player, or even assassinating
someone); other players may allow it, or claim that they have a
different role which is able to block that action.
Any claim can be met with a challenge ("I don't believe you really
have the Duke"): if the challenged player can show the card, the
challenger turns one of his own cards face-up, but otherwise the
challenged player turns up one of his. (Face-up cards can't be used
any more; they're left visible so that players can work out what's
still in the deck.) If a challenge is passed, that card is discarded
and a new one is drawn face-down, so you never know for certain what
cards your opponents hold. The last player with face-down cards left
wins the game.
While I normally dislike player elimination, Coup goes by so fast (I
don't think I've ever known a game take more than ten minutes) that I
don't mind it as much here. In particular, note that if you try to
bluff when blocking an assassination you can lose one card from the
failed challenge and another from the actual assassination, which
knocks you out of the game at once. This is an extremely vicious game,
so you shouldn't play it with people who get upset when they lose (but
I prefer not to play with people like that anyway). Coup supports 2-6
players.
A bigger and longer implementation of broadly the same ideas as Coup
is Bruno Faidutti's
Mascarade. You
have just one card this time, and most of the time you'll have no idea
even of what your own card is, because the cards move quickly and
randomly around the table, and looking at your card consumes your
turn. There are more possible actions to keep track of, and at least
for me the game just has too much stuff happening and too little one
can do to affect it: most of the time one has no idea whether or not
one is bluffing, either with an action or with a challenge, and I
prefer to be able to make the decision for myself. There's no player
elimination (you always have a card), but I still don't enjoy this one
as much as Coup. I should note that I've generally played with eight
or more players, and I'd like to try a smaller game some time to see
if it's more workable.
One attempt to remedy the player-elimination problem in Werewolf is
One Night Werewolf
by Ted Alspach and Akihisa Okui, which reduces the Werewolf game to a
single night – but with lots of roles and special abilities,
particularly ones that involve changing someone else's role, so you
may well end up having no idea of who you actually are for a while. A
game lasts no more than fifteen minutes, and of course one can play
several in a row. It's all pretty manic, and can sometimes get a
little frustrating, but when that happens at least each round is over
quickly and you can go on to a less-frustrating next round.
The last of these games I've tried is Seiji Kanai's
Love Letter,
which I suppose could be put broadly in the Coup/Mascarade family, but
without the bluffing element. The theme is that each player is a
suitor for the hand of the princess, trying to get his love letters to
her by suborning the various people in the palace. You have one card
in your hand; on your turn, you draw another, and play either of them.
They will do things like force another player to swap hands with you,
allow you to ignore any effects played on you until your next turn, or
let you guess the character a target player is holding and knock him
out of the round if you're correct. There are also passive cards,
which can knock you out of the round if you ever discard them, or if
you draw another card with a high enough value. All played cards, and
unplayed cards from players who are knocked out, are left face-up.
If there's more than one player left by the time you get to the end of
the small deck, the one with the highest-ranked card wins the round;
generally play is until someone's won a set number of rounds. It's a
lightweight game that's easy to pick up; sometimes the luck of the
cards will knock you out quickly, but rounds go by fast enough that
the game remains fun.
I enjoy this family of games, even if they tend to take more players
than I can readily get to come to my place in Darkest Wycombe. The
Resistance/Avalon is my favourite of them for a medium-length game,
and Coup for a quick one. I'm not aware of a game in this class
which lasts for a long time; there the mechanic tends to be blended
with other things.
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