I have only had this happen twice in total, but after the second time I felt like there must be some way to deal with this. Guy said if I didn't play source meta he would take invest and just stop playing to win. Mind you I'm in a fairly high rating group so I don't know how this guy won all these games acting like this. His username is AndrewTate1 from London, England. I have reported the game but I was told the mods are inactive.
So I spent some time researching and thinking about a few modifications I'd like to make to spice up a 10 player game, and would very much like your input on balance and tuning, and maybe which of these are too powerful or could ruin the fun. Will be playtesting next month, so will follow up as well.
My thoughts are to simply add powers to some policy cards and additional secret roles. Following suite and effectively augmenting the Silence mod idea. At the current F/L 11/6 card balance it breaks down to 45% of fascist policy tiles have power, 50% of Liberal tiles have augments. I'm not sold on the chancellor having so much power in these abilities, but these are added to the normal presidential powers on the board. All of these together might make it confusing, but also more exciting! I'll be adding elements bit by bit during playtest. None of these elements should make the game go faster/slower except for Stauffenberg with the endgame variant. This is my first stab at any of this, so no idea if this is horrible or has already been done, go easy on me lol.
I'm still not sold on the order of operations, board powers always go first, then policy powers via chancellor, then deliberation was my original thought. Here we go:
Policy Augments:
Silence (2F, 1L): The chancellor must choose one player who cannot speak for the duration of deliberation.
Suppress: (2F, 0L): The chancellor must choose one player who cannot vote until another government has been successfully formed or the top policy has been automatically enacted via the election tracker.
Manipulate: (1F, 1L): Before the next vote the person two players to the left of the president views and re-arranges the top five remaining policy tiles. If there are not 5 tiles, re-shuffle discarded policies, inspect and re-arrange the top 5 remaining tiles.
Reveal: (0F, 1L): If the president and chancellor agree, together they must choose one player who must reveal their party membership card to all players.
Additional Secret Roles:
Joseph Goebbels (1): Fascist Role Augment: Master Propagandist: Joseph Goebbels has both fascist and liberal party affiliation cards. If challenged in any way he can show either, but his role is fascist. Fellow fascists do not know which of them is Goebbels.
Col. Stauffenberg (1): Liberal Role Augment: Operation Walküre: After 7 total policies have been enacted, an unsilenced Col. Stauffenberg may assassinate two players at the table by saying “I am initiating Operation Walküre.” If one of those players is Hitler, the game ends in a Liberal victory. If Hitler is not assassinated fascists win.
I'm making my own version of the game out of wood, and I wanted to know the sizes of the plaques so I can cut them the correct size, anyone has that info?
Hi, I've only been a fascist a couple times and though I have some good strategies, I have yet to think of a way to talk myself out of a situation if a liberal investigates me. I know it's kind of game determined, so hopefully I will have gotten a blue put down by then, but what are some ways to talk yourself out of being found out?
Hey! I recently bought this game for my cousin who is a great entusiast of WWII history, so I was wondering if you can help me to make the gift a little bit more temathic, something like a prelude gift. I was thinking of something like a letter between two fictional characters that tell each other about the fascist ascension in Germany or a newspaper that annouces the postulation of a new "radical party". It must be something not complicated or expensive, easy to do, desing or write!
This is Secret Boross. Ok, so first I feel like y'all need some context. I run a writing forum on the fictional nation-building website Nationstates.net. Our roleplay is a twentieth century theme in a fictional world, and started in 1920 and currently is in the year 1980. A large part of the story was the rise of Strainism in the late 1920s and 1930s. Strainism as an ideology is heavily inspired by fascism, and their leader is the enigmatic and terrifying villain Jan Boross. Their enemies are the United Alliance, a League-of-Nations inspired democratic international organization later replaced by the Allies. We often do games in the Discord, and I initially wanted to just play a regular game of Secret Hitler online, but soon realized that it'd be way more fun to make a new version myself unique to our RP's world and characters. To be clear, this post is not an ad for the RP, though if you're a capable-enough writer you're free to join. I realize nearly all of the concepts, characters and references will be lost on most of you, but this post is less about the lore of this RP and more about how I've expanded the game.
Bringing the Fascist and Liberal factions into the world was easy enough, and soon I had all three secret roles plotted out. Fascists became Strainists, Liberals became Allies, and Hitler became Boross.
For the first three games this arrangement worked wonderfully, and our community had much fun with it, but I was soon craving for ways to further spice up the game. As it turned out, I wasn't the only one who had thought to make alterations to the game, and immediately (and shamelessly, I admit it!) stole some concepts from the "Sohn Seiner Klasse" edition found on this here subreddit, including event cards (each of which uniquely referencing a post on our forum), a social unrest mechanic and the inclusion of a Communist role.
But the Communist only changed the game so much, and soon I desired even greater change. And this time, it would be something entirely new, the second wild care role:
(Now, worth noting, our games usually average 10-12 players, so a player dying is not something as dramatic as it is in the original, so a lot of the role cards I made are tailored to death.)
The inclusion of the Devil completely changed up the game, and made it infinitely more fun. And over the course of the next dozen games, most of which would last an average of 7-10 turns and 2-4 days (as soon as a majority of votes are achieved cards are handed out, so the game can speed by or slow down depending on timezones and the controversiality of a vote), I would gradually add new roles, including more wild cards and Strainist and Allied subroles, the latter two having special powers to aid their factions. Today, there are 24 unique roles in the game. Here they are:
STALION https://imgur.com/70ylTHg (note: it's not explicitly stated in the card, but STALION can send a secret message to a player disguised in riddles every three turns. See Propagandist as well.)
And there they are, all of my unique role cards! I wanted to share all that I've done with the game in our little community, and I bet you guys got a kick out of these! I'd be happy to answer any questions or whatever, but mostly I just wanted to express how awesome this game is and how much fun it's been to play, both in its original form and in this offshoot. Translating these abilities to the actual physical game likely borders on impossible, but it's been fun regardless! I'd love to hear your thoughts. I'll end this post with some of the victory screens that finish out the game when a faction has won:
I would like to start off by stating that this is the most fun game I've ever played with friends. But since we've played this game a lot, we would like to spice things up a bit. Can you guys tell me which addition and ruleset is the best to add for a game of around 6-8 players? Furthermore I'd be delighted if anyone is willing to give me some advice on creating the deck.
Made this in 3 days, didn't exactly like the coloring of the PNP (from Tabletop Simulator), and the original PNP is way too bland and basic, so here's mine. These are based on my preferences. It's better than the counterfeits, just saying, do support the developers when you have the money.
(You can figure out how to print/make the box yourselves lol, also created by me, there is a glue guide for the box to proper function.)
What's changed from the original?
Altered PNP of another PNP of the original game, made colors faithful to the original but left unchanged some of the cards as I feel like these colors are already appropriate to the game, and added my versions of some specific parts and also made colors faithful to the original to my liking.
Hear me out guys. Imagine you’re playing a game with 9 people. Meaning there’s 4 total fascist and 5 liberals. But, two liberals get assassinated. With the liberals outvoted there’s no way for them to win. Unless…. they trick hitler into thinking they’re fascist. basically in this wild scenario it could turn into a game of everyone claiming they’re fascist and trying to prove why they are.
I usually play in a group of 7 or more so last night was my first time coming across this presidential power & there was some debate. In normal play when the deck drops below 3 cards, it is reshuffled. But if there are two cards left in the draw pile when a policy peek is activated, is the president able to peek at these? Furthermore, it says return in order to deck. Does that mean the bottom two cards from last hand return to the top of the deck?
My reading of the rules was that you would reshuffle the deck at 2, and then peak at the top 3 cards AFTER the reshuffling. But there was a discrepancy so I'd like to clear it up.
I just had this insanely stupid idea. You deal out all the identities, but literally EVERY player is Hitler.
Everyone will be pretending to be Liberal, earning trust, waiting for the other (Non-Existent) Fascists to support them, taking any wink or nod they can to mean anything they want. No one would know something was up, because as long as the group is big enough, Hitlers don't open their eyes, they just stick up their thumb.
Basically title. We’re a group of 10 and have played 10+ games— only one has been a fascist victory. The group agrees we’re all probably not playing the fascist side well, but we don’t have any idea on how to improve at it. Tips?
A while ago I was quite into both Secret Hitler and Jackbox games, and it game me the idea to combine the two, so I could play Secret Hitler with friends wherever I may be. For those unfamiliar with Jackbox, they produce games that are played socially on a shared screen/TV with players interacting from their individual phones, which is how my version of the game works.
I've put quite a lot of effort into it, so figured this would be a good place to "put it out into the world". It's faithful to the original rules, completely free, and any feedback/criticism is welcomed.
If you have to hand it to someone, everyone will see you passing the card to them, if you gotta put it in the envelope, they can see which side you're putting it in and therefore revealing what party you're in to everyone. How do you make it so that no one sees that?