Secret Hitler rules. Secret Hitler. Game Review. Components and design

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Secret Hitler Rules

A guest Jun 17th, 2018 853 Never

    The goal of the game is to find Hitler and prevent him from seizing power.

    1. Start of the game

    The game starts with 5 players, up to 10 players are possible. Players are divided into 2 factions - liberals and fascists + Hitler.

    2. Game objective

    The goal of the fascists is to collect 3 fascist articles and install Hitler as chancellor (I’ll tell you about chancellors and elections later) or collect 6 fascist articles.

    The task of the liberals is to collect 5 liberal articles or kill Hitler.

    3. Progress of the game

    Each turn begins like this: a president and chancellor are elected. The President is elected by himself, but the Chancellor is chosen by the President. You can vote YES (for) or NO (against). If voted in favor, two players become president and chancellor, respectively.

    Next comes Policy Cards. There are 11 fascist and 6 liberal Policy Cards in the game. The President is given 3 cards, REGARDLESS OF HIS IDEOLOGY. Of these, he must (attention!) remove a card (not choose) and transfer both remaining cards to the chancellor. He, in turn, chooses one of the two cards and it is accepted and pasted onto one of the two large cards (if liberal, then liberal, if fascist, then fascist). After this, the letter C will blink next to the Chat button - this is Claim, that is, the President and Chancellor will have to say which cards they were dealt. You can lie if it makes sense to you, but be careful - if the brands do not match, then the players may not choose either you or the one you wanted to frame next time. On the next turn, the president changes and again chooses the chancellor.

    When you accept fascist articles, opportunities open up for the president. For example, if there are 7 players, then as soon as the second fascist article is accepted, the president of this move can investigate one of the players for belonging to any party. No one except the president will know the exact ideology. The President's player will again have the letter C next to Chat and the opportunity to make a brand. You can lie, again, by setting up or whitewashing the player, you can tell the truth - look for your benefit. That is, if you are a fascist, then, having found a liberal, you can brand him a fascist - what if they try to shoot him.

    After the 4th amendment, the president of this move is given a bullet to kill one player (attention, playing as a fascist, try not to kill Hitler, a very common mistake). You can shoot at random, but if there is cooperation between players in the chat, then at least one fascist can already be burned.

    After the 5th Amendment, the president of this move is again given a bullet to kill someone. The scenario is the same as the previous one.

    After the 6th Amendment, the Chancellor has the possibility of a veto, which must still be approved by the President. That is, if you, as the chancellor, are unlucky and you have to choose a fascist article, you are given the right to choose as in elections - YES and NO cards. If you press YES - you vote for the veto, and if the president also presses YES - you can veto, the article is canceled. Let's say you are for the liberals, there are already 5 out of 6 red cards on the table and you got RRR, in this case the veto is imposed and the red card is not placed on the table. If NO, then the article is accepted.

    Now about the elections.

    You can vote YES or NO as I said. If the majority votes NO, then a dot moves on the liberal big map. If you vote NO 3 times with a majority, the top Policy card is taken and immediately accepted.

RAW Paste Data

The goal of the game is to find Hitler and prevent him from seizing power. 1. Start of the game The game starts with 5 players, up to 10 players are possible. Players are divided into 2 factions - liberals and fascists + Hitler. 2.Objective of the game The goal of the fascists is to collect 3 fascist articles and make Hitler chancellor (I’ll tell you about chancellors and elections later) or collect 6 fascist articles. The task of the liberals is to collect 5 liberal articles or kill Hitler. 3. Progress of the game Each turn begins like this: a president and chancellor are elected. The President is elected by himself, but the Chancellor is chosen by the President. You can vote YES (for) or NO (against). If voted in favor, two players become president and chancellor, respectively. Next comes Policy Cards. There are 11 fascist and 6 liberal Policy Cards in the game. The President is given 3 cards, REGARDLESS OF HIS IDEOLOGY. Of these, he must (attention!) remove a card (not choose) and transfer both remaining cards to the chancellor. He, in turn, chooses one of the two cards and it is accepted and pasted onto one of the two large cards (if liberal, then liberal, if fascist, then fascist). After this, the letter C will blink next to the Chat button - this is Claim, that is, the President and Chancellor will have to say which cards they were dealt. You can lie if it makes sense to you, but be careful - if the brands do not match, then the players may not choose either you or the one you wanted to frame next time. On the next turn, the president changes and again chooses the chancellor. When you accept fascist articles, opportunities open up for the president. For example, if there are 7 players, then as soon as the second fascist article is accepted, the president of this move can investigate one of the players for belonging to any party. No one except the president will know the exact ideology. The President's player will again have the letter C next to Chat and the opportunity to make a brand. You can lie, again, by setting up or whitewashing the player, you can tell the truth - look for your benefit. That is, if you are a fascist, then, having found a liberal, you can brand him a fascist - what if they try to shoot him. After the 4th amendment, the president of this move is given a bullet to kill one player (attention, playing as a fascist, try not to kill Hitler, a very common mistake). You can shoot at random, but if there is cooperation between players in the chat, then at least one fascist can already be burned. After the 5th Amendment, the president of this move is again given a bullet to kill someone. The scenario is the same as the previous one. After the 6th Amendment, the Chancellor has the possibility of a veto, which must still be approved by the President. That is, if you, as the chancellor, are unlucky and you have to choose a fascist article, you are given the right to choose as in elections - YES and NO cards. If you press YES - you vote for the veto, and if the president also presses YES - you can veto, the article is canceled. Let's say you are for the liberals, there are already 5 out of 6 red cards on the table and you got RRR, in this case the veto is imposed and the red card is not placed on the table. If NO, then the article is accepted. Now about the elections. You can vote YES or NO as I said. If the majority votes NO, then a dot moves on the liberal big map. If you vote NO 3 times with a majority, the top Policy card is taken and immediately accepted.

Number of players: 5 - 10 (7 - 10)
Age: from 13 years
Mastering the rules: 3 minutes
Game time: 20 - 40 minutes
Genre: psychology, deduction, strategy

GAME DESCRIPTION:

A game where your friend could be Hitler!

How to play Secret Hitler

The main task is to identify the tyrant or bring him to rule. Yes Yes exactly! Players are united into two teams of Liberals and Fascists - and each group pursues its own goal.

At the beginning of the game, everyone closes their eyes, only the fascists know each other and Hitler by sight. Hitler himself remains ignorant of his enemies and assistants. Liberals must also figure out the truth on their own.

Participants must then select a President and Treasurer. The government has the responsibility to approve or reject laws. Laws are drawn randomly from the deck. And if the leadership approved the fascist law, we should look for a traitor.

Who will win
To win, the Liberals must sign five of their laws or find out Hitler. If the fascists push through their three laws and elect the secret Hitler as treasurer, victory is in their hands. You can do without Hitler - you just need to approve six fascist laws, and this is very difficult!

EQUIPMENT:

10 role cards
10 party membership cards
20 voting cards
17 law cards
4 cards: Chancellor, President, former Chancellor, former President
2 playing fields
10 zip bags
Chip
Rules
Box

OVERVIEW OF LAMINATED CARDS

REVIEW OF OUR BOXES

UNPACKING THE GAME

Details

Box

Cardboard, Wooden

10 reviews on Secret Hitler Analog game

    Olgert Vaskevich - 02.06.2017

    A good game) Like mafia, only with much more pleasant game mechanics. Less shit, more fun)
    I also liked the packaging of the game, the first purchase of analog games on this site, which I am very pleased with

    Music lover - 03.01.2018

    A good game for a large company, very interesting, you need to lie a lot and use your brains.
    10 ex-friends out of 10

    Olya - 04.01.2018

    Very cool, interesting, dynamic game :)

    Dima Kiselyov (verified owner) - 16.01.2018

    The game is excellent, much more interesting than the already boring Mafia. The set lacked “bullets” and “not a Hitler” cards, which are elements of the gameplay - for the duration of the game they were replaced with darts from Darts and regular cards. In general, the game is definitely worth the money, recommended for purchase for those who like to play the Mafia / pretend to be Germans / accuse each other of being Hitler

    Evgeniy Smyrnov (verified owner) - 29.01.2018

    Order #5411
    The game itself is rated 5.
    Set - 4.
    Overall, I'm pleased with how everything was executed. The cards are not translucent, laminated, bright and double-sided.
    Among the shortcomings compared to the original and just comments:
    1. Transparent bags instead of envelopes. In my opinion, in order to reduce the cost, you can not put them in at all. I pulled them out immediately and forgot about them. You can make envelopes from simple A4. But in principle you can play without envelopes or bags, just with cards.
    2. The fascist playing field is compressed to fit on one board. I don't like it visually. But you can play with it without any problems.
    3. As already discussed, the presence of bullets and CNH and ex-government cards. Doesn't affect the game in any way.
    4. Well, now the most important thing. Plates of the President and Chancellor. I didn't pay attention before ordering, but when I started arranging the game I noticed that these signs were not designed to bend. Of course, bending them is not difficult. But this is what happens in the end - https://i.imgur.com/mSO0wPB.jpg
    The words president and chancellor are reversed.
    In the original PrintnPlay http://secrethitler.com/assets/Secret_Hitler_Print_and_Play.pdf version there is a dotted line next to which it says “Fold here” to make something like this http://blogs.library.unt.edu/media /wp-content/uploads/sites/12/2016/03/SecretHitler.jpg .
    We will have to play by putting these signs down with the rules of the game for positions in order to somehow correct the situation.
    For 300-350 UAH the price per set is excellent.
    If you go to a printing company for printing and laminating, and cut it out manually, the price will be the same, or even more expensive, taking into account the box, chip and envelope bags.

    Eugene - 29.01.2018

    Very cool game, had a lot of fun!

    Andrey (verified owner) - 04.05.2018

    Great game, happy with the purchase

    David (verified owner) - 07.02.2019

    Package rating: 10/10
    Rating for the game itself: 9/10
    Score for delivery and price and attitude: 10/10
    Hello!
    My name is David, I'm a GM and I really love board games.
    The game itself is excellent, much more interesting than the mafia due to the presence of elements of tactics and strategy. Great for a large company. I didn’t give the game a 10 because sometimes it’s difficult to gather 5 people to play, because you want to play, but there are no people, but this is a personal matter. 🙂

    Overall I was very pleased with the order. I really liked the attitude towards me, the order arrived very quickly (on the second day). In terms of configuration, everything was as described on the website, all items were new, and there were no problems with this.

    This is the second time I've ordered this game. I ordered it for the first time a year ago, and I was very pleased that the guys were working on themselves. Since for the first time the “previously elected president and chancellor” cards were missing. Now they have fixed this, and even packaged each of the ten roles in a separate spare parts bag (which, in my personal opinion, is already overkill, but still nice). The only thing I would add to the game are the “veto” cards that I saw in the Steam version of the game (I already read about the cartridges that kill players, and I agree that they are unnecessary). But even without this, in principle, everything is fine.
    I’m buying a new game because after a year of very frequent games, with many people, some law cards were lost, and the lamination on some cards began to peel off (I hope these will last longer).
    In general, I would like to say a huge thank you to the guys, everything was done perfectly, and I am very pleased.)

    Adrian (verified owner) - 05.05.2019

    I won’t be so verbose, I’ll quickly go through the points:
    1. Service and delivery - quickly, accurately.
    2. Packaging - very pleased. I expected this, but this is the case where my expectations were exceeded. From the box (wooden) to the cards themselves - everything is very beautiful and high quality. For assembly - 9/10. The only complaints are about bullets and a bag for role cards (although this is unimportant).
    3. The game itself is a masterpiece. This is where deduction comes in, the ability to deceive, the human factor, and trust in each other. Very exciting and reaches quite a large number of people.

    Michael (verified owner) - 17.09.2019

    The contents of the box exceeded expectations)
    wooden fields - super)
    packing role cards in separate ziplock bags is overkill))) perhaps it’s better to pack them with paper envelopes instead - in theory, it’s more convenient to look at the roles)

The year is 1932. The place is pre-WWII Germany. In Secret Hitler, players are German politicians attempting to hold a fragile Liberal government together and stem the rising tide of Fascism. Watch out though-there are secret Fascists among you, and one player is Secret Hitler.

OVERVIEW

At the beginning of the game, each player is secretly assigned one of the three roles: Liberal , Fascist , or Hitler . The Liberals have a majority, but they don’t know the roles of other players; Fascists must resort to secrecy and sabotage to accomplish their goals. Fascists know the identities of the other Fascists and Hitler. Hitler plays for the Fascist team, but doesn't know who the other Fascists are and must work to figure them out.

Whenever a Fascist Policy is enacted, the government becomes more powerful, and the President is granted a single-use power which must be used before the next round can begin. These powers range from choosing the next President to killing one of the players.

OBJECT

Every player has a secret identity as a member of either the Liberal team or the Fascist team. Players on the Liberal team win if either:

  • Five Liberal Policies are enacted OR
  • Hitler is assassinated.

Players on the Fascist team win if either:

  • Six Fascist Policies are enacted OR
  • Hitler is elected Chancellor any time after the third Fascist Policy has been enacted.

SETUP

The 11 Fascist Policy tiles and the 6 Liberal Policy tiles are shuffled into a single Policy deck. Games with 6, 7, or 9 players have the option of being "rebalanced" to make the gameplay more even for both sides. If rebalancing is enabled: 6 player games start with a Fascist Policy already enacted, 7 player games start with 10 Fascist Policies in the deck instead of 11, and 9 player games start with 9 Fascist Policies in the deck.

Each player will receive a Secret Role card. The table below determines the correct distribution of roles and whether Hitler knows who the Fascists are or not.

#PLAYERS 5 6 7 8 9 10
Liberals 3 4 4 5 5 6
Fascists 1+H 1+H 2+H 2+H 3+H 3+H
Fascists known by Hitler? Yes Yes No No No No

GAMEPLAY

Secret Hitler is played in rounds. Each round has an Election to form a government, a Legislative Session to enact a new Policy, and an Executive Action to exercise governmental power.

ELECTION

At the beginning of a new round, the President placard moves right to the next player, who is the new Presidential Candidate.

2. Nominate a Chancellor

The Presidential Candidate chooses a Chancellor Candidate by selecting any other eligible player. The Presidential Candidate is free to discuss Chancellor options with the table to build consensus and make it more likely the Government gets elected.

The last elected President and Chancellor are "term-limited", and ineligible to be nominated as Chancellor Candidate.

  • Term limits apply to the President and Chancellor who were last elected, not to the last pair nominated.
  • Term limits only affect nominations to the Chancellorship; anyone can be President, even someone who was just Chancellor.
  • If there are only five players left in the game, only the last elected Chancellor is ineligible to be Chancellor Candidate; the last President may be nominated.
  • There are some other rules that affect eligibility in specific ways: the Veto Power and the Election Tracker. You don’t need to worry about those yet, and we’ll talk about each one in its relevant section.

3. Vote on the government

Once the Presidential Candidate has chosen an eligible Chancellor Candidate, players may discuss the proposed government until everyone has cast their votes. All players, including the President and Chancellor Candidate, vote on the proposed government. Once everyone has cast their vote, the Ballot cards are revealed simultaneously.

If the vote is a tie, or if a majority of players votes no:

The vote fails. The Presidential Candidate misses this chance to be elected, and the President placard moves to the next player. The Election Tracker is advanced by one Election.

Election Tracker: If the group rejects three states in a row, the country is thrown into chaos. The next Policy on the top of the deck is revealed and enacted. Any power granted by this Policy is ignored, but the Election Tracker resets, and any existing term-limits are forgotten. If there are fewer than three tiles remaining in the Policy deck at this point, they are shuffled with the Discard pile to create a new Policy deck.

Any time a new Policy is enacted for any reason, the Election Tracker is reset.

If a majority of players vote yes:

The Presidential Candidate and Chancellor Candidate become the new President and Chancellor, respectively.

If three or more Fascist Policies have been enacted and a majority of players vote yes:

If the new Chancellor is Hitler, the game is over and the Fascists win. If the game didn't end, other players will know for sure the Chancellor is not Hitler.

LEGISLATIVE SESSION

During the Legislative Session, the President and Chancellor work together to enact a new Policy in secret. The President draws the top three tiles from the Policy deck, looks at them in secret, and discards one tile face down into the Discard pile. The remaining two tiles go to the Chancellor, who in secret discards one Policy tile face down, and enacts the remaining Policy by placing the tile face up on the corresponding track.

The chat for the President and Chancellor is disabled during the Legislative Session. Attempting to telegraph the contents of your hand using randomness or any other unusual selection procedure violates the spirit of the game. Don't do it.

Discarded Policy tiles are not revealed to the group. Players must rely on the word of the President and Chancellor, who are free to lie.

ABOUT LYING: Often, some players learn things that the rest of the players don’t know, like when the President and Chancellor get to see Policy tiles, or when a President uses the Investigate power to see someone’s Party Membership card. You can always lie about hidden knowledge in Secret Hitler.

If there are fewer than three tiles remaining in the Policy deck at the end of a Legislative Session, they are shuffled with the Discard pile to create a new Policy deck. Unused Policy tiles are not revealed.

EXECUTIVE ACTION

If the newly-enacted Fascist Policy grants a Presidential Power, the President must use it before the next round can begin. Before using a power, the President is free to discuss the issue with other players, but ultimately the President gets to decide how and when the power is used. Gameplay cannot continue until the President uses the power. Presidential Powers are used only once; they don’t stack or roll over to future turns. If the government enacted a Liberal or Fascist Policy that grants no Presidential Power, begin the next round with a new Election.

PRESIDENTIAL POWERS

Investigate Loyalty

The President chooses a player to investigate. Investigated players show their Party Membership (not the secret role card that also reveals whether the player is Hitler or not, not just whether he"s a Liberal or Fascist) to the President. The President may share or lie about the results of their investigation at their discretion. No player may be investigated twice in the same game.

Call Special Election

The President chooses any other player at the table to be the next Presidential Candidate. Any player can become President-even players that are term-limited. The new President nominates an eligible player as Chancellor Candidate and the Election proceeds as usual.

A Special Election does not skip any players. After a Special Election, the President placard returns to the right of the President who enacted the Special Election.

If the President passes the presidency to the next player in the rotation, that player would get to run for President twice in a row: once for the Special Election and once for their normal shift in the Presidential rotation.

After selecting the Policy deck, the President sees the top three tiles.

The President executes one player by selecting them. If that player is Hitler, the game ends in a Liberal victory. If the executed player is not Hitler, the table does not learn whether a Fascist or a Liberal has been killed; players must try to work out for themselves the new table balance. Executed players are removed from the game and may not chat, vote, or run for office.

VETO POWER

The Veto Power is a permanent special rule that comes into effect after five Fascist Policies have been enacted. For all Legislative Sessions after the fifth Fascist Policy is enacted, the Executive branch gains a permanent new ability to discard all three Policy tiles if both the Chancellor and President agree.

The President draws three Policy tiles, discards one, and passes the remaining two to the Chancellor as usual. The Chancellor selects one, and then both the President and Chancellor vote on whether or not to veto the results of this election in secret. If so, both Policies are discarded and the President placard passes to the right as usual. If either the President or Chancellor doesn't agree to veto, the Policy passes.

Each use of the Veto Power represents an inactive government and advances the Election Tracker by one.

BASIC STRATEGY

  • Everyone should claim to be a Liberal. Since the Liberal team has a voting majority, it can easily shut out any player claiming to be a Fascist. As a Fascist, there is no advantage to outing yourself to the majority. Additionally, Liberals should usually tell the truth. Liberals are trying to figure out the game like a puzzle, so lying can put their team at a significant disadvantage.
  • If this is your first time playing Hitler, just remember: be as Liberal as possible. Enact Liberal Policies. Vote for Liberal governments. Kiss babies. Trust your fellow Fascists to create opportunities for you to enact Liberal Policies and to advance Fascism on their turns. The Fascists win by subtly manipulating the table and waiting for the right cover to enact Fascist Policies, not by overtly playing as evil.
  • Liberals frequently benefit from slowing play down and discussing the available information. Fascists frequently benefit from rushing votes and creating confusion.
  • Fascists most often win by electing Hitler, not by enacting six Policies! Electing Hitler isn’t an optional or secondary win condition, it’s the core of a successful Fascist strategy. Hitler should always play as a Liberal, and should generally avoid lying or getting into fights and disagreements with other players. When the time comes, Hitler needs the Liberal's trust to get elected. Even if Hitler isn’t ultimately elected, the distrust sown among Liberals is key to getting Fascists elected late in the game.
  • Ask other players to explain why they took an action. This is especially important with Presidential Powers-in fact, ask ahead of time whom a candidate is thinking of investigating/appointing/assassinating.
  • If a Fascist Policy comes up, there are only three possible culprits: The President, the Chancellor, or the Policy Deck. Try to figure out who or what put you in this position.

GLOSSARY AND STRATEGIES

This part contains definitions for common acronyms/terms and also some commonly seen strategies. You may skip this part for now and come back later once you"ve got hang of the game.

  • Order During the first rounds of the game, Liberals should try to get as many players elected in the government as possible. In a 5-player game, the first President should pick the fourth player as his Chancellor and the second President pick the fifth player so that everyone gets in the government at least once. As another example, in a 6-player game the picks should be 14, 25, and 36 (1 picking 4, 2 picking 5, 3 picking 6). In a 7-player game, the picks should be 15, 26, 37.
  • Blue/Red President (BP/RP) Red Presidents (RP) are Presidents who claimed to get three Fascist cards. Blue Presidents (BP) are those who passed along Liberal Policies to the Chancellor. Blue Presidents who didn"t have a choice to pass along two Fascist Policies to the Chancellor are sometimes called Semi-Blue Presidents (Semi-BP). Blue Chancellors (BC) are Chancellors who picked a Liberal Policy when they could have picked a Fascist one.
  • Conflict (conf) Two players can be in conflict for different reasons, like claiming that you saw different Policies during the Legislative Session or investigating somebody and claiming he"s a Fascist.
  • Freeze Players can decide to "freeze" a particular player, meaning that they will not vote to elect that player into government. Usually, people in conflicts are frozen, and sometimes also Red Presidents depending on the circumstances.
  • Hitler Zone (HZ) The game enters into so-called "Hitler Zone" when 3 Fascist Policies are enacted and there is a risk of electing Hitler that would mean losing the game for Liberals.
  • Force When a President gets two Liberal and one Fascist Policy (shorthand: RBB) and decide to pass along two Liberal Policies giving the Chancellor no option to pick - that"s called forcing. A Liberal should force, but Hitlers that don"t know who the other fascists are might sometimes try passing along one Fascist and one Liberal Policy to see if the Chancellor picks the Fascist Policy, signaling the Hitler that they are a Fascist.
  • Gunpoint (GP) A confirmed Liberal President can pick a player that is in conflict (Hitler usually does not conflict to remain unsuspicious) when the next Presidental Power is the execution. The picked player is forced to pick a Liberal Policy in case he has a choice unless he wants to get shot.
  • Powerplay (PP) Powerplay is when you nominate the next President as a Chancellor, effectively letting him be in the government for two rounds in a row unless the proposal is denied. This should usually be avoided in the early game.
  • Double dip When a single player conflicts with two players using the investigation power. How it works is that the President gives two Fascist tiles while lying that he gave the Chancellor a choice. They both get frozen, but the President first gets to investigate another player. He investigates a Liberal and claims he investigated a Fascist. So he effectively froze two Liberals with him.
  • Double ditch When both the President and Chancellor are Fascists and they both ditch (discard, burn, drop etc.) a Liberal card.
  • Cucu Cucu is a name for an advanced strategy that comes into play when the investigation power comes into play. This strategy is only valid before Hitler Zone. When a President enacts a Fascist Policy, he should investigate the player two spots ahead of him. If the investigated player is claimed to be a Liberal, he should pick the player who investigated him once he becomes a President. If there is a conflict (RRB --> RR), everyone can be sure that the Investigator is a Fascist because he claimed that the President was a Liberal (meaning that he couldn't lie). That forces Fascists into playing Liberal cards. There is also another strategy related to this that is named pre-cucu. That strategy suggests that the next President after the investigation should pick the investigated player.

1932, pre-war Germany. In Game Secret Hitler Players will take on the roles of German politicians trying to maintain the shaky power of the liberal government and suppress the emerging fire of fascism. Be on your guard - secret fascists are already among you, and one of the players is secret Hitler (excerpt from the rules of the game).

Rules and preparation:

During preparation, each player is given a small envelope containing 4 cards: a secret role, a party card, and the Up and Down cards for voting. Liberal and fascist tablets are placed in the middle of the table; a voting chip is also placed on the liberal tablet. The deck marker cards and discard piles are placed in a convenient location, and the law cards are shuffled and placed on the deck marker card.

At the start of the game, all players close their eyes and place their fists on the table in front of them (there is a smartphone app that can guide players through this step faster and more conveniently). Then all the fascists open their eyes to see which players are their allies. Hitler does not open his eyes, but raises his thumb on his fist so that the Nazis know who he is. Apart from the five-player/six-player option, Hitler does not know his allies by sight. Well, liberals just have to accept the bitter fact that throughout the game they will remain in the dark about their enemies and allies.

At the beginning of the first round, a random player becomes president. The President then selects one player and appoints him as Chancellor. All players then vote for or against the appointment. If the election fails, the voting tile is moved and the player to the left of the current president is appointed president. If the election is successful, the president draws 3 law cards, discards one, and gives the remaining two to the chancellor, who discards another and implements the remaining one. This is where the fun begins. There are many more fascist cards in the deck than liberal ones. Thus, it may happen that a liberal president will pull out 3 fascist laws and force the chancellor, also a liberal, to implement one of them. Only the President and Chancellor know what happened, the rest of the players are left to guess. All this continues until 6 liberal laws appear, or 6 fascist laws, or Hitler is killed, or Hitler is elected chancellor, when at least 3 fascist laws have already been implemented.

Theme and mechanics:

IN Secret Hitler the mechanics are more or less related to the theme of the game. The game takes place in Germany during World War II, and one of the secret roles is that of Hitler himself. The players are divided into two opposing political parties fighting for power.

My favorite mechanic of this game is the lack of information and trust that the “good guys” experience. There's nothing more thrilling than watching your ally stab you in the back in cold blood, or finding out that the guy everyone was ganging up on was actually one of the guys. You'll discover how little you know about some of your friends, as well as how much you know about others.

Components and design:

Compared to other similar games, Secret Hitler there aren't a lot more things to remember and consider. Each element of the game performs its function perfectly, be it the atmosphere or the indication of important information. The President and Chancellor plaques are large, thick and made of wood, clearly associated with the plaques we have all seen on the desks of big bosses; these elements make players who wield them feel important and significant. I played the PnP version of the game without the original components, and their absence negatively affects the gaming experience. In my opinion, the game is worth purchasing to enjoy the quality components and play with nice thick elements rather than laminated paper.

Liked:

The game is quite easy to understand and can be played with children. The recommended age is indicated as 13+, however, it is quite possible to play tolerably with the younger generation. Then, I enjoy pitting players against each other and watching alliances be made and broken. Finally, the game has good art and excellent quality components.

Did not like:

As with all games of bluffing and deception, the game becomes more difficult for players who have to do all of this, at least for me it does. Hope that you rarely play the role of a fascist, unless you are a born liar.

Results:

This game can be recommended in any situation. You can play it with your family, with your roommate, with a group of strangers. In between big board games, when you want to think less and talk more, when you want a small, beautiful game to add to your collection, Secret Hitler is suitable for any of these cases, and you will play it with interest for many years.

Who is this game for:

Anyone who enjoys bluffing and lying, especially fans of Bang and Shadows over Camelot, will appreciate the game.

About the hype around Chinese clones of clones? Dozens of games with the same mechanics, in which players must assemble teams of heroes, having previously accumulated a mountain of rare fragments on them (or buying a ready-made fighter card for real money), send them on almost automatic dungeon runs, and level them up for ages. Moreover, after Chinese games with heroes copied from Dota 2 And Warcraft, completely legitimate analogues based on Star Wars, for example, began to appear. And Mail.Ru now has a game based on its “Juggernaut”.

The paths of mobile genres are mysterious. I wonder if these years will be remembered as the birth of first-person shooters in the first half of the nineties is now remembered? And where will scientific thought move next? Will they start to cross these genres... Soul Clash and Clash of Clans? I wouldn't be surprised.


However, JuggernautWars differs in one thing: she really Fine looks. While the Chinese, without further ado, are sculpting motley fantasy gypsyism instead of an interface, in Russian f2p they are learning to do it neatly and even pleasantly.

But this same thing plays a cruel joke on Juggernaut Wars in some places. She probably looks too much good for a game with such mechanics. As you watch your 3D fighters resist enemy pressure and gradually push back the ranks of monsters, you may want to take direct control of it all. Lead the killers from the flanks, block the corridor with a fighter...

But in reality, the outcome of the battle is decided only by the composition and level of your team. To a slightly lesser extent, it depends on whether you will activate the heroes’ superpowers right away, or whether you will postpone it until a last resort. This game is not about complex tactics, but about creative development and assembling the right team of “Pokemon”. The main thing is not to wait for anything unnecessary. - Velimir Dubrovsky

Genre: survival simulator
Developer: Yadon Studio
Publisher: Gaijin Distribution
Platform: iOS (store link)

Recently, a pleasant trend has emerged: large publishers of shareware games have begun to actively finance small studios with experimental projects. The Abandoned- the first item from the Gaijin incubator. This is a story-based game about survival in a fictitious radioactive Zone: with picks and axes made from pasture, with fires on which you can cook food, with evil zombies and anomalies. Nothing unusual, if you think about it. It’s not the first sign for mobile phones either, because it’s already happened Radiation Island.

The zone is deserted and dreary, but it even suits her. You move from task to task, gradually collecting everything in a row, getting stronger and almost becoming more confident in yourself - until nightfall. If you don’t have time to find a comfortable place and light a fire, get ready for inconvenience. The moments when zombies approach your camp from the darkness are almost worth the entire game. On the one hand, this is a short period of time when you can calm down and bake apples and other goodies for future use before the end of the day. On the other hand, at night you should always keep your eyes open.

And it seems to be the simplest situation, in terms of the rules involved, but it still works. Still. That's probably why everyone plays games about survival and crafting. Why else? - Velimir Dubrovsky

Secret Hitler

Reptilians vs liberals

Genre: social deduction
Authors: Max Temkin, Mike Boxlater, Tommy Maranges, Mackenzie Schubert
Where to get: sent to backers of the Kickstarter campaign, there is a free print & play version (download)

Are you Hitler?
- No.

Everyone exhales. After the third fascist law comes into force, the appointment of the main reptilian as chancellor automatically means the defeat of the liberals. It's okay for now. The President, as usual, draws law cards, passes two of them to the Chancellor, and the Chancellor initiates one of the two. Let's see: another fascist law! “I have nothing to do with it, he gave me two fascist ones!” - “You lie like you breathe, fascist. There was one liberal there” - “See how he started talking? See, huh?!”

Another round of debate ensues for several long minutes. After the fourth fascist law, the president chooses who to lead to execution. If he shoots Hitler, the liberals will win.

We agree to get rid of the noisiest ones. It turns out not Hitler. The tension is rising. Let's continue.

Secret Hitler- this is “Mafia” (or, say, The Resistance, if you prefer more significant games about bluffing and social deduction), but one of the authors participated in its creation Cards Against Humanity, and that's why she's even angrier. We played about ten games in a company of either seven or nine people, and only one of them did not manage to reach the critical moment when the liberals and fascists are on par. Best moment ever.

The reptilian fascists know each other and are trying to push their main reptilian into the chancellor position; liberals don’t know anything, but they try to prevent suspicious guys from coming to power. At some point, the game is almost completely removed from the board, and the players are immersed in arguments. Nobody trusts anyone. Everyone is testing each other out as best they can. And they lie. They lie a lot.

Next lap. We decide, together with our liberal friends, to promote to chancellor a quiet girl who was silent throughout the party and made a pleasant impression. Let's vote. The absolute majority shows the “Ja!” card. We have a new chancellor! She's not Hitler, is she? No, right?

Shows his hidden identity card. My liberal friends dump theirs on the table.

My liberal friends were not liberals. Terrible. Just awful.