Club of Secrets Feedback Thread

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I never ended up getting an answer for whether this would be the right place to post this thread, but I'm looking for feedback/suggestions and gauging interest in a game I thought of called Club of Secrets.

Here's the basic rules that I have so far:
There are six main groups in Club of Secrets:
Diamonds, Clubs, Spades, Hearts, Jokers, and Tarots
for a total of up to 40 players.

Each suit (the first four groups) has a King, Queen, Jack, and Ace.
There is a Red Joker and a Black Joker
The tarot cards are numbered from 0-21 (The Fool, The Magician, The High Priestess, The Empress, The Emperor, The Hierophant, The Lovers, The Chariot, Strength, The Hermit, Wheel of Fortune, Justice, The Hanged Man, Death, Temperance, The Devil, The Tower, The Star, The Moon, The Sun, Judgement, The World)

How to Play
Everyone starts out uninformed about roles, groups, characters, and abilities.
Disclosure is up to the players - though it can pay to ‘hide your cards’ so-to-speak.

Each of the 40 roles will have a character and abilities assigned to it that fit the game’s theme.

Abilities can serve the following functions:
Investigate - Learn another player’s role
Execute - Eliminate a player
Swap - Swap roles with another player (this is often an illusion)
Pledge - Ally yourself with another player (can add you to their win-group)
Poison - Afflict a player with a condition that grows worse with each action
Heal - Remove any poison-type affect from a player
Lobotomise - Prevent a player from doing anything (but leave them alive)
Direct - Take an attack against you and direct it toward another player
Protect - Prevent a player from being harmed by abilities
Upgrade - Give a player extra power
Inhibit - Prevent a player from being upgraded
Sacrifice - Take an attack against another player and direct it toward you
Nullify - Remove an alliance between two players (if one exists)
Resurrect - Bring a player back from the dead
Message - Tell another player something (will not be seen by anyone else)
*maybe more, not sure at this stage

Characters and abilities may have descriptive text to contextualise them.
Abilities can be altered slightly to enhance character.

Character Example:
Harley Quinn - Red Joker
A psychiatrist who worked at Arkham, Harleen Quinzel fell in love with the Joker, and became the Harley Quinn to be closer to him.
Possible Wins: Diamond Win, Heart Win, Foolish Win, Solo Win
Abilities:
Hammer Swing - Function: Lobotomise - With her hammer, she can knock out anyone she desires.
Joker Chemicals - Function: Poison - This neurotoxin has its victims dying of laughter.
Suicide Squad - Function: Special Pledge - Harley can ally with a group, but if one of them dies, she dies as well.
Doubt - Function: Nullify - Harley doesn’t trust easily, and she can cast doubt on alliances.

The game is divided into turns - Each player uses one ability per turn, once all players have used an ability, the turn ends and abilities take affect.

How to Win
In order to win, players must survive up until a point where the entirety of a group are the only players left. The groups that can form a win are as follows:
Diamond Win - King, Queen, Jack, Ace (Diamond Suit), and Red Joker
Club Win - King, Queen, Jack, Ace (Club Suit), and Black Joker
Heart Win - King, Queen, Jack, Ace (Heart Suit), and Red Joker
Spade Win - King, Queen, Jack, Ace (Spade Suit), and Black Joker
Tarot Win - All Tarot Cards
Foolish Win - Both Jokers and The Fool
Heretical Win - The Magician, The Lovers, The Hermit, The Hanged Man, The Devil, and one Ace or Jack
Royal Win - The Empress, The Emperor, The Chariot, The Tower, one King, and one Queen
Divine Win - The High Priestess, The Hierophant, Strength, Justice, Temperance, and Judgement
Celestial Win - Wheel of Fortune, Death, The Star, The Moon, The Sun, The World

If none of these groups can be formed, the game will enter “Sorrow State”, where no group win is possible, all roles are revealed, and the only way to win is to be the last player standing.

I plan to expand upon the different card roles, so that people who want to create a Club of Secrets game know which characters would be suited for which role, ensuring balanced abilities, etc.

If you have any questions feel free to ask them here. Also if you think other people would be interested, get them in this thread talking about it too.
 
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The idea of it sounds pretty cool but there are a lot of roles especially for tarots. The 40 players are a maximum I assume? And there can be smaller rounds with less? In general it is a nice idea, it reminds one of mafia a bit but it has definitely its own touch. If you expand the information or will ever start a game with it, tag me :pepemusic:
 
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