1: Will players immediately understand the core idea that one player is a secret capitalist and everyone else is trying to expose them?
- Why is this an important question to answer?
This is the foundation of the whole game. If players do not quickly understand the hidden-role setup and what each side is trying to do, the game will feel confusing instead of tense and strategic. - What type of prototype will you make to answer this question?
I would make a role prototype using simple paper role cards, fake money, and a short sample round to test whether players understand the premise and their goals. This fits the idea of prototyping the game’s role before building everything out. - What is your guess about how it will turn out?
I think most players will understand the socialist side quickly, but the capitalist role may need more explicit rules or incentives so it feels active and interesting rather than just hiding.
2: Will players actually use evidence and deduction to identify the capitalist, or will accusations feel random?
- Why is this an important question to answer?
The game is supposed to be about suspicion, bluffing, and reading people. If players are just making random accusations, then the social deduction part of the game is not working. - What type of prototype will you make to answer this question?
I would make a low-fidelity playtest prototype with rough rules and simple transaction mechanics, then watch how players justify their accusations after a few rounds. - What is your guess about how it will turn out?
My guess is that early versions will lead to random blame unless the game leaves behind enough clues for players to build real arguments.
3: How much information about money, trades, or hoarding should be visible to players?
- Why is this an important question to answer?
This is important because the game needs a balance between secrecy and fairness. If there is too little information, the socialists will feel helpless. If too much is visible, the capitalist will be too easy to find. - What type of prototype will you make to answer this question?
I would make a rules prototype with multiple versions: one with hidden money, one with partially visible transactions, and one with public clues like event cards or receipts. - What is your guess about how it will turn out?
I think the best version will be one where players never know everything, but always have enough evidence to become suspicious and debate.
4: Is the game balanced so that being the capitalist is fun, but being a socialist still feels powerful and engaging?
- Why is this an important question to answer?
Hidden-role games fall apart if one side feels doomed or boring. Both roles need to feel like they have meaningful choices, or players will stop enjoying the game after a round or two. - What type of prototype will you make to answer this question?
I would make a repeated playtest prototype where I keep the same core game but adjust starting money, special abilities, or win conditions across several runs. - What is your guess about how it will turn out?
I think the capitalist may be too strong at first if hoarding has little risk, so I will probably need mechanics that create pressure and force them to act carefully.
5: Will the pacing stay exciting, or will the game drag the way Monopoly sometimes does?
- Why is this an important question to answer?
Since the game is inspired by Monopoly, pacing is a big issue. If turns are too slow or repetitive, the tension of trying to uncover the capitalist will disappear. - What type of prototype will you make to answer this question?
I would make a flow prototype with a rough board and fast rounds, testing things like shorter turns, timed discussion phases, or accusation rounds every few cycles. - What is your guess about how it will turn out?
I think the game will work best if it borrows the economic theme of Monopoly but cuts down on long waiting periods and adds frequent moments of confrontation.

