I've had a certain amount of practice teaching board games, so I'm
going to post some of my introductions to them here. These are all put
together from multiple sessions, generally at Essen. As a general
principle, I have components lying on the table, and point to them
and/or pick them up as they are mentioned.
Today I'll introduce
One Night Revolution.
Anything in square brackets is to be thought about rather than
necessarily read aloud.
This is a game of hidden roles, deduction and lying.
We are all rebels fighting against the corrupt government. At least
that's what we say. Some of us may be police informants, and the rest
of us are trying to work out who those people are. There will be three
informants, and [number of players] rebels - we get one ID each, and
the other three go to headquarters, face down.
Also, we will each have a Specialist card, which shows what we will do
when everyone else has their eyes closed. That can vary depending on
which side you're on [show reference card]. So if you are the Rebel
Reassignor, you would swap two other IDs; but if you are the Informant
Reassignor, you would look through Headquarters for another Informant
ID, and swap that with a Rebel's ID. So you can change sides during
the game without knowing it. You can look at your Specialist card
whenever you like, but you can only look at your ID card at the start
of the game - or when the rules tell you to.
To start the game, we'll all shut our eyes, and the informants will
open theirs – so they know who is an informant and who is a rebel.
Then everyone shuts their eyes again; the first player will open their
eyes, do what their Specialist card says, and then close their eyes
and say "Task Complete". Then the next player along does the same, and
so on.
Once everyone has done that, we open our eyes again, and the first
player can look at his ID – because otherwise he has no idea what's
going on. Then each player takes one of these tokens
[the circular claim tokens], which show what you claim you did. You
can take the one that matches your Specialist card, or you can take a
different one. You can even [flip over token] claim to have been an
Informant, if you think you can convince people that you're now a
Rebel. You can take a token from in front of another player if you
like; that means you're calling them a liar.
Then we have a discussion about who knows what. Everyone wants to know
which side they are now on. The Rebels are trying to work out who's an
Informant; the Informants are trying to pretend to be Rebels, and
point the finger at a real Rebel. At the end, we all vote: whoever has
the most fingers pointed at them is put to death, and if they're an
Informant the Rebels win. Otherwise the Informants win.
If there's a tie for most fingers, then all of them are executed, but
if there's at least one Informant the Rebels win even if they kill a
Rebel too.
If you think that all the Informants are at Headquarters, then you can
all agree to point at the person on your left; that way nobody has two
fingers pointed at them and nobody dies. But that's only once chance
in twenty even in the three-player game. And if there is just one
Informant player, they win.
These are your IDs. You can look at them now, but don't look at them
again unless a card specifically tells you to. You can look at your
Specialist cards whenever you like. Put the IDs near the middle of the
table, so that other players can move them around.
Everyone know who you are? OK. Everyone [put fists on the table and]
close their eyes.
[Deep Agent only, raise your thumb. Other] Informants, open your eyes
and see who else is an informant.
[Lower your thumbs and] hands off the table. Everyone close your eyes.
First player, open your eyes, do your task, then say "Task Complete".
Next player…
Now we all open our eyes. First player only, take a look at your ID.
Now take one of these tokens.
Next player…
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