Our prototype: we would like to design a game similar to Who’s the Spy, which is a spin on Mafia in that there is one imposter, and everyone receives a word on a paper, but no one knows if they are the imposter or not (the imposter gets a different word). They must find that imposter and eliminate them. 

Questions:

  1. Should players be allowed to lie about their word, or does the game become better when everyone must describe it truthfully? 

Why it matters: bluffing games usually rely on lying, but if players don’t even know if they are the imposter, removing lying might shift the focus to clever wordplay instead of deception. 

Prototype type: Two versions of the game – one where lying is allowed, and one where it’s not. Compare how each round plays out.

Prediction: The no lying version may encourage more creative descriptions and ambiguous language, while the lying version might feel more familiar and chaotic. I think no lying might be more novel for this concept.

 

    2. Does adding a mini-game to determine initial turn order enhance or distract from the core experience? 

Why it matters: Adding a playful mechanic before the main game might build anticipation and reduce social pressure, or it could add unnecessary time.

Prototype type: Playtest the game with and without a simple mini-game (e.g., rock-paper-scissors or some other quick challenge) to determine who starts.

Prediction: I think a short, fun mini-game might lower tension and give players a lighter entry point into the more intense deduction phase, especially helpful for newer players. I also think it will add to the challenge of the game because going first is easier, so you will want to win the mini-game. 

 

    3. How many players does the game work best with? 

Why it matters: These types of games can fall flat if group size is too small and there’s not enough interaction or too large and it’s hard to follow logic. Finding the sweet spot is important for pacing and balance.

Prototype type: Run very short playtests, like one round each, with different group sizes. Try 4, 6, and 8 players and get feedback on clarity, engagement, and tension. Perhaps with larger groups we add a second imposter? Something to think about.

Prediction: I suspect 6–8 players will offer the best mix of chaos, suspicion, and group dynamics. Fewer than 5 might feel too easy to guess, while more than 8 could get overwhelming.

About the author

Leave a Reply

This site uses Akismet to reduce spam. Learn how your comment data is processed.