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Secret Hitler
Secret Hitler
2016 | Bluff, Card Game, Deduction, Humor, Party Game
Design (2 more)
Simple rules
Quality materials
Fantastic Social Deduction/Deception game
My group has played this twice now, once with 5 players and once with 7. The more players seems to be a better option as this game scales higher better than lower.

Definitely a game where paying attention to your friends is paramount, and it can be extremely challenging to snuff out those pesky fascists.

Probable the most emotionally involved games we've played recently. So if you and your group enjoy some good natured personal conflict, this game is for you!

Friendships will be tested!
  
Deception: Murder in Hong Kong
Deception: Murder in Hong Kong
2014 | Bluff, Deduction, Murder & Mystery, Party Game, Spies / Espionage
Hidden roles (4 more)
Quick playtime & set up
More players are better
Easy rules to teach and learn
Tons of replayability
Can be frustrating for those who aren't into bluffing (1 more)
May need to reset if someone talks during set up.
Great social deduction game with a theme that matches perfectly. All of the different roles and cards included in just the base game gives a ton of replayability! Fast paced and discussion start right away unlike some social deduction games where you have to wait a round or two before key information is given. Only downsides I've had with this game are one... having to reassign the hidden roles 4 times in a row before the round started because I was teaching to a new group of 6 players and someone would talk or say okay to confirm their hidden role during the clue and means selection phase or the witness phase. Most games this would be an issue however, everyone got a huge laugh out of it and eventually the game continued as normal. The other issue ive run into is when you play with smaller groups AND the witness role, the witness will sometimes stop the game mid round because the investigators all used their badges/guesses and lost. Regardless of those things I've had only positive experiences with deception murder in hong kong and used it to replace resistance, mysterium, and secret hitler. A must have to any collection and if you enjoy it look for the undercover allies expansion!
  
Campy Creatures
Campy Creatures
2017 | Bluff, Card Game, Deduction
The Art is top notch amazing. My favorite part of the game. (0 more)
Beautiful implementation of a simple social deduction game. Fun Theme and a good time especially with more players.
Game play is very simple: Players begin each round with the same hand of beautifully illustrated creatures. Their goal is to capture people (the more helpless the better) by outguessing their opponents with the creatures they play. Each player has perfect information at the start, so knowing what a person might do in a particular situation is key. Trying to out guess the others is the fun of it. It's not a deep game and can feel a little shallow, but would be a great end of the game night filler or beer and pretzels game.
  
The Resistance
The Resistance
2018 | Bluff, Card Game, Deduction, Science Fiction, Spies / Espionage
Excellent intro into social deduction games (3 more)
Easy to teach
Creates interesting moments
High player count
Component quality is lacking (3 more)
Seriously effected by the metagame (i.e. you were a spy last game, you're a spy this game)
Outshined by other, more impressive games.
Puts introverted players in awkward situations.
Good... Until it's not
First off... I love this game. I've had some of the best moments in my gaming history playing this game. It's a simple, quick, satisfying game of bluffing and lying to your friends. But... I'm a good liar. I'm not in the camp of "This game is broken" or "I'm too good at this so it's not fun", because neither of those are true. And maybe my lack of appreciation comes from spending hours playing this over and over early on in my collections history. But truth be told, there are better games that do everything this does and more. This is a good entrance point for people into social deduction games. Unfortunately, it makes introverted people uncomfortable when another, louder, more confident gamer is shouting about something. To be honest, that's the issue with the whole genre, but this is often the starting off point that sullies more involved games for some players. Games like Burke's Gambit, which is similar but with more things players can do. Avalon, which is this game with more in depth roles. One Night Ultimate Werewolf/Alien/Vampire, which is a lot of the same but with an app to moderate it and interesting and plentiful player powers. Secret Hitler, which if you can get past the theme, is amazing, and brings the same feel but with more choices and consequences for your actions.
The Resistance is a fine game. It's only great or good until your group has built up such a metagame that it's not great or good anymore. But then something surprises you and it's back up there. Until you play with a different group. Until you play a different game. Until you evolve naturally past The Resistance into another similar game. I'd always recommend this to new gamers. Because it's a good game... Until... It's not good anymore. Then it's always there for a new friend coming to play. For a session with the new players. It's a good game... Until... It's not.
  
40x40

Akward (448 KP) rated Coup in Tabletop Games

May 25, 2018  
Coup
Coup
2012 | Bluff, Card Game, Deduction, Party Game, Political
Inexpensive (2 more)
Easy to teach new players
Quick
You'll figure out who in your group of friends is good at lieing. (0 more)
Fun, Quick, Easy to Learn
Coup is one of my favorite games to teach non-boardgamers. It is quick to learn, and people can beat veteran players within their first few games. Not to mention that a game can be played in less than 15 minutes, so even if players get a bad set of cards, they can start over quickly.

The classes are balanced incredibly well. The only class that is a little weak (the Ambassador), gets fixed by the expansion (Reformation).

Overall, this game has a lot of replayability, and I would highly recommend it for players both new and experienced in social deduction. You will not find a better game for the price (since it usually runs less than $10).

I would also highly recommend purchasing the expansion, Coup: Reformation, which can also be picked up for less than $10. It improves upon the base game in every way, allows for 10 players (up from 6), and allows for teams, which are very fun.
  
Harsh Shadows
Harsh Shadows
2021 | Card Game, Deduction, Puzzle, Spies / Espionage
I am definitely a social gamer, but if there is one positive thing to come from the year 2020, it was rediscovering my love of playing solo games. So when Wonderspell reached out about previewing their newest casual solo card game, I was hooked! Taking on the role of a secret agent trying to track down an enemy spy? Yes please! Keep reading to find out more.

Disclaimer: We were provided a copy of this game for the purposes of this preview. The pictured components might not be finalized, and could differ after a successful Kickstarter campaign. -L


Harsh Shadows is a solo card game of hand management, grid movement, and deduction where you are an agent working to collect evidence necessary to apprehend an enemy spy. To setup for a game, randomly place the 9 Location cards in a 3×3 grid. Prepare the Discovery deck as described in the rules, place 1 face-down Discovery card to the right of each Location, and place the rest of the deck off to the side of the grid. Shuffle the Confiscated Item cards and deal the appropriate number to each of the Case File cards – 3 to Evidence, 1 to Red Herring, and 4 to False Leads. The Spy card is placed on the upper-left-most Location, and your Agent card on the lower-right-most Location. Shuffle the Spy Movement cards, and the game is ready to begin! It should look similar to the picture below.
The game is played over a series of rounds in which you will be moving your Agent, performing additional actions, and then moving the Spy. The goal is to track down the Spy, with the correct evidence in hand, before the Spy is able to flee the scene. The first thing that you will do each round is to move your Agent. You may only move to a Location that is adjacent or diagonal to your current Location. Once you move to a new Location, you will draw the top Discovery card from that Location. Discovery cards will either be Items, Clues, or Bombs. Items are collected as potential Evidence, Clues are used to reveal Confiscated Items from Case Files, and Bombs force you to discard a card from your tableau. After you have moved and collected a new Discovery card, you may perform any/all of these additional actions: Use Clue Cards, Place the Tracking Bug, Track the Spy, or Use your current Location’s ability. To Use Clue cards, you will discard a number of clues in order to reveal a Confiscated Item card from a Case File. The Confiscated Items under the Evidence Case File show the 3 items you are required to have in hand to apprehend the Spy by the end of the game. The item under the Red Herring, if you have it in hand at game’s end, will cause you to automatically lose. The 4 items under the False Leads will neither help you win, nor cause you to lose – they simply offer fodder for you to discard when necessary.


Another element required to win the game is to place the Tracking Bug on the Spy. On your turn, you may place the Tracking Bug at your current Location card – if the Spy moves to the Location on a future turn, they are considered to be ‘bugged’ and the Tracking Bug is live! Twice per game, you are allowed to Track the Spy. To do so, you will look at the top card of the Spy Movement deck, and return it to the top. This just lets you see to which Location the Spy is about to move. And finally, you can use your Location’s ability. Once you have taken as many of the additional actions as you want, it is time to move the Spy. Reveal the top card of the Spy Movement deck, and move the Spy in the appropriate direction to a new Location. At the Spy’s new Location, add a Discovery card to its pile. Play continues in this manner until either you make an accusation, or the Spy escapes. In order to make an accusation, you must have Evidence cards in hand, the Spy must be bugged, and you must be at the same Location as the Spy. When you make an accusation, you will reveal any remaining cards under the Evidence and Red Herring Case Files. If you have the 3 matching Evidence cards, you win and apprehend the Spy! BUT if you have the Red Herring card, or you are missing any of the required Evidence cards, you lose. If you haven’t made an accusation in time, the Spy could escape, causing you to lose the game as well – I’ll leave those details for you to discover on your own!
In theory, Harsh Shadows seems like a neat and strategic card game, but how does it hold up in reality? Pretty well, actually! The first thing I want to talk about is how strategic it is, even with its elements of deduction. You need to collect Evidence fast in order to catch the Spy, so what’s the best plan of movement? Also, each Location has a special ability, so is there an ability you need to use now or do you want to wait a bit longer? After using a Location’s ability, it is no longer available for the rest of the game, so you have to time those uses carefully. Along those lines comes the deduction. Sure, you can try to reveal all the Confiscated Items so that you’re 100% sure that you’ve got the right Evidence. But if you don’t work fast enough, the Spy could escape. Are you willing to risk only knowing for sure what 1 piece of Evidence in order to confront the Spy before it’s too late? Or do you want to save up Clues to purchase that coveted Red Herring, to know for sure what not to keep in order to win. There’s a balance of risk with deduction, as well as a real-time element in the sense that the game has a finite amount of rounds. You’re not racing a physical clock, but once the Discovery deck runs out, the Spy is considered to be on the run, on the verge of escaping. Overall, this is a casual card game, but it has a decent amount of strategy to keep you engaged and entertained.


Let’s touch on components for a second. Obviously, this is just a card game, and this is a preview copy. As I said earlier, the final production could differ from this version, but I have to say that this preview copy is good quality. The cards are nice and thick, the artwork thematic and clean. I imagine the rules would get some final edits for slight clarifications, but for the most part the production quality is already pretty decent.
I have to say that Harsh Shadows surprised me. I’d never played a solo game with deduction elements, and it was actually quite exciting. Usually the deduction games I’ve played are based around sussing out a traitor amongst a group of people, so there is that human interaction element that can really help guide your thoughts and decisions. In Harsh Shadows, there’s nobody but yourself – you can’t look for tells in other players because the cards won’t speak to you. It feels riskier in this way because it’s more a game of odds then, instead of your ability to pick out social cues. Other people may feel differently, but I thought this was a neat twist on the deduction mechanic. If you’re looking for a strategic solo game, that plays relatively quickly and casually, I would definitely recommend checking out Harsh Shadows. It goes live on Kickstarter here in April, and I look forward to following its progress!