Loyalty
2027
Designed by Kristian Mitchell-Dolby
Published by Minor Disaster Games
Another day, another leader! Save democracy, claim victory, trust nobody! Your mandatorily beloved Leader is dead. Poisoned, stabbed, shot, pushed out of a window, and run over by a truck, probably because they were so beloved. The politicians are in shambles, the military are plotting, the people are on the verge of revolution, and you, the small council of the Leader's most trusted advisors, must scramble to try and put some order to the chaos and elect a new Leader (preferably the person that most benefits your personal agenda). Loyalty is a social deduction game where rather than working in hidden teams the players have secret connections to each other, meaning that whilst you might know whose team you want to be on you don t know what their objective is. Players may be rooting for other players success or attempting to bring about their doom but the objective is to elect a new Leader by a majority vote, so much of the game is the players figuring out who to elect that benefits the largest number of them, or lying about it to try and get the outcome that suits their agenda alone. The Loyalty deck is made up of Loyal , Betray , and Manipulate cards that link your victory to another players at the table, either trying to help, kill, or trick them. In addition there are a number of Unique cards that give players a special victory condition or ability. There are two ways to win the game, either become elected Leader or fulfil at least one of your Loyalty cards, but neither of these is a guaranteed success. Regardless of other motivations players all know that their best bet (or at least simplest option) for winning the game is being elected the new Leader, however, only one of them can be elected, and that victory is disturbingly easy for another player to tamper with, so most will have to rely on their Loyalty cards. In short a players Loyalty cards allow the player a victory condition usually tied to another player, either by being Loyal to someone and winning if they are winning, Manipulating a player and stealing victory from them if they are elected Leader, or Betraying someone in the hopes of seeing that player executed. Unique loyalties each have their own effect as listed on the card itself but all players should be familiar with which Unique cards could be in the deck. The Winning/Losing card is used to keep track of whether or not you are winning or losing (surprise!). You should flip it any time this status changes, and it may change a lot. As previously stated but worth repeating, being elected Leader or being Executed negates your loyalty cards, they can no longer be claimed unless the card says otherwise. —description from the designer
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Game data sourced from BoardGameGeek, used under their API terms.
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