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added Cipher Academy example

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* ''Manga/CipherAcademy'' features the "Murder at Cipher Academy" game, which is part of the process to select the Class Leading Private. Players are immersed in a murder mystery scenario, and, similarly to [[TabletopGame/Werewolf1997 "Werewolf"]], each of them has a secret role, including a killer who must evade identification. This being the Cipher Academy, the game is combined with puzzles that reveal hints to the killer's identity. Players must unravel these puzzles while interrogating one another to uncover the truth. To make matters more complicated, each player has a hidden agenda and a different victory condition. Players also have special skills, such as being able to refuse answering when interrogated, or being able to instantly solve specific puzzles.
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* ''VideoGame/DeceiveInc'' is a FirstPersonShooter where all players are spies trying to steal the same MacGuffin. Each player starts the round disguised as an NPC, and can take on the appearance of any NPC they encounter. Identifying enemy spies among the crowds of [[=NPCs=]] wandering each mission is a core mechanic of the game.

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* ''VideoGame/DeceiveInc'' is a FirstPersonShooter where all players are spies trying to steal the same MacGuffin. Each player starts the round disguised as an NPC, and can take on the appearance of any NPC they encounter. Identifying enemy spies among the crowds of [[=NPCs=]] [=NPCs=] wandering each mission is a core mechanic of the game.
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* Creator/HalfbrickStudios internally tested, but [[DevelopmentHell ultimately squashed]] a hybrid of social deduction and TurnBasedStrategy codenamed "Tank Tactics". The premise is that each player pilots a tank across a grid, then can move and fire at each other based on action points, the last person standing wins; the twist comes in how action points could be passed voluntarily between one other, and eliminated players formed a jury that could vote to also award points to active players. The prototype is notable for being scrapped due to being ''too addictive'' -- players in the Halfbrick office were eager to join in the game and developed a [[{{Metagame}} meta strategy]] of daisy-chaining all their points into a single player who would have the power to take out who they agreed to eliminate [[ILied or not]], resulting in an intense honor-based network of interpersonal discussion and heightened sensitivity to trust and betrayal. The game ultimately had to be stopped due to having a sizeable effect on studio morale and productivity, with an increasing consensus that the negotiation aspects started to get too personal.

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* Creator/HalfbrickStudios internally tested, but [[DevelopmentHell ultimately squashed]] a hybrid of social deduction and TurnBasedStrategy codenamed "Tank Tactics".''Tank Tactics''. The premise is that each player pilots a tank across a grid, then can move and fire at each other based on action points, the last person standing wins; the twist comes in how action points could be passed voluntarily between one other, and eliminated players formed a jury that could vote to also award points to active players. The Notably, the prototype is notable for being was scrapped due to for being ''too addictive'' -- players in the Halfbrick office were eager to join in the game and developed a [[{{Metagame}} meta strategy]] of daisy-chaining all their points into a single player who would have the power to take out who they agreed to eliminate [[ILied or not]], resulting in an intense honor-based network of interpersonal discussion and heightened sensitivity to trust and betrayal. The game ultimately had to be stopped due to having a sizeable effect on studio morale and productivity, with an increasing consensus that the negotiation aspects started to get too personal.
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* Creator/HalfbrickStudios internally tested, but [[DevelopmentHell ultimately squashed]] a hybrid of social deduction and TurnBasedStrategy codenamed "Tank Tactics". The premise is that each player pilots a tank across a grid, then can move and fire at each other based on action points, the last person standing wins; the twist comes in how action points could be passed voluntarily between one other, and eliminated players formed a jury that could vote to also award points to active players. The prototype is notable for being scrapped due to being ''too addictive'' -- players in the Halfbrick office were eager to join in the game and realized a [[{{Metagame}} meta strategy]] of daisy-chaining all their points into a single player who would have the power to take out who they agreed to eliminate [[ILied or not]], resulting a network of interpersonal discussion and heightened sensitivity to trust and betrayal. The game ultimately had to be stopped due to having a sizeable effect on studio morale and productivity, with an increasing consensus that the negotiation aspects started to get too personal.

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* Creator/HalfbrickStudios internally tested, but [[DevelopmentHell ultimately squashed]] a hybrid of social deduction and TurnBasedStrategy codenamed "Tank Tactics". The premise is that each player pilots a tank across a grid, then can move and fire at each other based on action points, the last person standing wins; the twist comes in how action points could be passed voluntarily between one other, and eliminated players formed a jury that could vote to also award points to active players. The prototype is notable for being scrapped due to being ''too addictive'' -- players in the Halfbrick office were eager to join in the game and realized developed a [[{{Metagame}} meta strategy]] of daisy-chaining all their points into a single player who would have the power to take out who they agreed to eliminate [[ILied or not]], resulting a in an intense honor-based network of interpersonal discussion and heightened sensitivity to trust and betrayal. The game ultimately had to be stopped due to having a sizeable effect on studio morale and productivity, with an increasing consensus that the negotiation aspects started to get too personal.
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* Creator/HalfbrickStudios internally tested, but [[DevelopmentHell ultimately squashed]] a hybrid of social deduction and TurnBasedStrategy codenamed "Tank Tactics". The premise is that each player pilots a tank across a grid, then can move and fire at each other based on action points, the last person standing wins; the twist comes in how action points could be passed voluntarily between one other active players, and eliminated players formed a jury that could vote to also award points to active players. The game is notable for being scrapped due to being ''too addictive'' -- players in the Halfbrick office were eager to join in the game and realized a [[{{Metagame}} meta strategy]] of daisy-chaining all their points into a single player who would have the power to take out who they agreed to eliminate [[ILied or not]], resulting a network of interpersonal discussion and heightened sensitivity to trust and betrayal. The game ultimately had to be stopped due to having a sizeable effect on studio morale and productivity, with an increasing consensus that the negotiation aspects started to get too personal.

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* Creator/HalfbrickStudios internally tested, but [[DevelopmentHell ultimately squashed]] a hybrid of social deduction and TurnBasedStrategy codenamed "Tank Tactics". The premise is that each player pilots a tank across a grid, then can move and fire at each other based on action points, the last person standing wins; the twist comes in how action points could be passed voluntarily between one other active players, other, and eliminated players formed a jury that could vote to also award points to active players. The game prototype is notable for being scrapped due to being ''too addictive'' -- players in the Halfbrick office were eager to join in the game and realized a [[{{Metagame}} meta strategy]] of daisy-chaining all their points into a single player who would have the power to take out who they agreed to eliminate [[ILied or not]], resulting a network of interpersonal discussion and heightened sensitivity to trust and betrayal. The game ultimately had to be stopped due to having a sizeable effect on studio morale and productivity, with an increasing consensus that the negotiation aspects started to get too personal.
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* Creator/HalfbrickStudios internally tested, but [[DevelopmentHell ultimately squashed]] a hybrid of social deduction and TurnBasedStrategy codenamed "Tank Tactics". The premise is that each player pilots a tank across a grid, then can move and fire at each other based on action points, the last person standing wins; the twist comes in how action points could be passed voluntarily between one other active players, and eliminated players formed a jury that could vote to also award points to active players. The game is notable for being scrapped due to being ''too addictive'' -- players in the Halfbrick office were eager to join in the game and realized a [[{{Metagaming}} meta strategy]] of daisy-chaining all their points into a single player who would have the power to take out who they agreed to eliminate [[ILied or not]], resulting a network of interpersonal discussion and heightened sensitivity to trust and betrayal. The game ultimately had to be stopped due to having a sizeable effect on studio morale and productivity, with an increasing consensus that the negotiation aspects started to get too personal.

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* Creator/HalfbrickStudios internally tested, but [[DevelopmentHell ultimately squashed]] a hybrid of social deduction and TurnBasedStrategy codenamed "Tank Tactics". The premise is that each player pilots a tank across a grid, then can move and fire at each other based on action points, the last person standing wins; the twist comes in how action points could be passed voluntarily between one other active players, and eliminated players formed a jury that could vote to also award points to active players. The game is notable for being scrapped due to being ''too addictive'' -- players in the Halfbrick office were eager to join in the game and realized a [[{{Metagaming}} [[{{Metagame}} meta strategy]] of daisy-chaining all their points into a single player who would have the power to take out who they agreed to eliminate [[ILied or not]], resulting a network of interpersonal discussion and heightened sensitivity to trust and betrayal. The game ultimately had to be stopped due to having a sizeable effect on studio morale and productivity, with an increasing consensus that the negotiation aspects started to get too personal.
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* Creator/HalfbrickStudios internally tested, but [[DevelopmentHell ultimately squashed]] a hybrid of social deduction and TurnBasedStrategy codenamed "Tank Tactics". The premise is that each player pilots a tank across a grid, then can move and fire at each other based on action points, the last person standing wins; the twist comes in how action points could be passed voluntarily between one other active players, and eliminated players formed a jury that could vote to also award points to active players. The game is notable for being scrapped due to being ''too addictive'' -- players in the Halfbrick office were eager to join in the game and realized a [[{{Metagaming}} meta strategy]] of daisy-chaining all their points into a single player who would have the power to take out who they agreed to eliminate [[ILied or not]], resulting a network of interpersonal discussion and heightened sensitivity to trust and betrayal. The game ultimately had to be stopped due to having a sizeable effect on studio morale and productivity, with an increasing consensus that the negotiation aspects started to get too personal.
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Added WhoDunIt example.

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* The ''VideoGame/{{Doom}}'' [[GameMod mod]] ''[=WhoDunIt=]''. One of the players is the Murderer, armed with a variety of weapons and gadgets, and his goal is to kill everyone else. All the other players are Innocents, trying to identify and take out the killer. If an Innocent kills the wrong person, he's marked with a Yellow Aura (1st kill) or a Red Aura (2nd kill), which gives other players free rein to harm or kill them respectively (this is mostly a measure against griefers).
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Compare TheMole, as identifying the hidden traitor/s is usually one of the objectives of the game, TenLittleMurderVictims, and BlendingInStealthGameplay, which usually involves hiding from the AI. On the SlidingScaleOfCooperationVsCompetition, this genre falls under either "Treacherous Teammate" (when there is only one traitor player) or "Informed Minority vs. Uninformed Majority" (when there are more traitors and they cooperate with each other).

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Compare TheMole, as identifying the hidden traitor/s is usually one of the objectives of the game, TenLittleMurderVictims, and BlendingInStealthGameplay, which usually involves hiding from the AI. On the SlidingScaleOfCooperationVsCompetition, this genre falls under either "Treacherous Teammate" (when there is only one traitor player) or "Informed Minority vs. Uninformed Majority" (when there are more traitors and they cooperate with each other).
other). InsaneTrollLogic and RightForTheWrongReasons are ''frequent'' in these types of games.
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* The card game ''[[TabletopGame/{{Saboteur}} Saboteur]]'' (and its ''Saboteur 2'' expansion) features randomly assigned hidden roles, and corresponding VariablePlayerGoals. A big part of the game is figuring out who is on which side, and whose goals align with your own.

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* The card game ''[[TabletopGame/{{Saboteur}} Saboteur]]'' ''TabletopGame/{{Saboteur}}'' (and its ''Saboteur 2'' expansion) features randomly assigned hidden roles, and corresponding VariablePlayerGoals. A big part of the game is figuring out who is on which side, and whose goals align with your own.

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* The card game [[TabletopGame/{{Bang}} Bang!]] features randomly assigned hidden roles, and corresponding VariablePlayerGoals. A big part of the game is figuring out who is on which side, and whose goals align (at least temporarily) with your own.

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* The card game [[TabletopGame/{{Bang}} Bang!]] ''TabletopGame/{{Bang}}'' features randomly assigned hidden roles, and corresponding VariablePlayerGoals. A big part of the game is figuring out who is on which side, and whose goals align (at least temporarily) with your own.


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* The card game ''[[TabletopGame/{{Saboteur}} Saboteur]]'' (and its ''Saboteur 2'' expansion) features randomly assigned hidden roles, and corresponding VariablePlayerGoals. A big part of the game is figuring out who is on which side, and whose goals align with your own.
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* ''Videogame/SpyParty'' is a one-versus-one social deduction game. The core concept is BlendingInStealthGameplay: the Spy must try to mingle with the other NPC guests while the Sniper watches the party with an incredibly obvious LaserSight. The Spy must either complete all missions or trick the Sniper into shooting an innocent victim. The Sniper must either kill the Spy or spook the Spy into not completing their tasks. The challenge lies in how well players can blend in among the NPC crowd (as the Spy) or how well they can detect the other player's 'tells' (as the Sniper).
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* ''TabletopGame/InhumanConditions'' has two players, where the investigator needs to determine if the suspect is either a human (who acts normally) or a robot (which has to abide by certain quirks during interrogation). The investigator wins by correctly identifying the role, and the suspect wins by being identified as a human - if the suspect is a human, both players win or lose together, while a robot makes it adversarial.
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* ''VideoGame/RuneScape'' has minigame called Heist where players are divided into Guards and Bandits. Bandits have the ability to disguise themselves as {=NPCs=} and must steal loot without being caught. Guards get punished if they falsely accuse too many {=NPCs=} of being bandits.
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* ''Series/Taskmaster'' does this occasionally on team tasks, where one team member is given a different goal from the rest of the team.

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* ''Series/Taskmaster'' ''Series/{{Taskmaster}}'' does this occasionally on team tasks, where one team member is given a different goal from the rest of the team.
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* ''TabletopGame/Werewolf1997'' and its predecessor ''Mafia'' are the TropeCodifier. Players are assigned various 'civilian' roles (some of whom have special abilities) and there's at least one killer, who offs one villager during the night each round. During the day the rest have to figure out who it is, and can choose to execute someone they suspect is the werewolf (although the werewolf/mafioso can misdirect them as well). The werewolf/mafioso wins if he kills all (or all but a couple) of villagers; the civilians win if they successfully identify the killer.
* ''TabletopGame/TheWerewolvesOfMillersHollow'' is a more complex version of ''TabletopGame/Werewolf1997'', with more roles and cards. The premise is still a Social Deduction Game, however, as villagers have to root out the werewolf who is killing them by voting on who they think it is.

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* ''TabletopGame/Werewolf1997'' and its predecessor ''Mafia'' are the TropeCodifier. Players are assigned various 'villager' or 'civilian' roles (some of whom have special abilities) abilities), and there's at least one killer, who offs werewolf or mafioso; each round, the werewolves off one villager during the night each round. night. During the day day, the rest have to figure out who it is, the werewolves are, and can choose to execute someone they suspect is the a werewolf (although the werewolf/mafioso werewolves can misdirect them as well). The werewolf/mafioso wins if he kills all (or all but a couple) of villagers; the civilians villagers win if they successfully identify execute all the killer.
werewolves, while the werewolves win if they off enough villagers that they can block any further werewolf executions (making killing the rest of the villagers a ForegoneConclusion).
* ''TabletopGame/TheWerewolvesOfMillersHollow'' is a more complex version of ''TabletopGame/Werewolf1997'', with more roles and cards. The premise is still a Social Deduction Game, however, as villagers have to root out the werewolf werewolves who is are killing them by voting on who they think it is. they are.
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* ''TabletopGame/SecretHitler'': Among the players, most are Liberals, some are secretly Fascists, and one Fascist is Hitler. The Fascists know who each other are and must covertly pass fascist policies (done through a "President" and an elected "Chancellor" who choose from randomly-drawn liberal/fascist cards) without the liberals suspecting who they are. The liberals win if five of their policies are enacted; fascists win with six, but they can also win if Hitler is elected Chancellor past a certain point.

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* ''TabletopGame/SecretHitler'': Among the players, most are Liberals, some are secretly Fascists, and one Fascist is Hitler. The Fascists know who each other are (except that Hitler doesn't know who the others are), and must covertly pass fascist policies (done through a "President" and an elected "Chancellor" who choose from randomly-drawn liberal/fascist cards) without the liberals suspecting who they are. The liberals win if five of their policies are enacted; fascists win with six, but they can also win if Hitler is elected Chancellor past a certain point.

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sort Live-Action TV examples, add Taskmaster


* ''[[Series/TrappedGameShow Trapped!]]'' is a British kids TV game show in which, every round, the contestants are set a task, but a player is secretly nominated to be a saboteur who must try and stop them from finishing the task without the others realising what they're doing. If the players complete the task, the saboteur is removed from the game, but if the players fail, they vote on who they think the saboteur was and the player with the most votes is eliminated instead.
* ''Series/OnlyMurdersInTheBuilding'': "The Tell" is themed around "Son of Sam", a parlor game of Oliver's. It is a social deduction game themed similar to ''TabletopGame/Werewolf1997'' (but themed around David Berkowitz, the Son of Sam killer). Characters are handed cards -- most are [[SlashersPreferBlondes "innocent blondes"]], but one is the Son of Sam killer, who pinches/"kills" an unknowing victim in each round. The group must then vote on who they think the killer is (if Oliver doesn't get it before them) lest the killer gets them all; if an accused person turns out to be innocent, they die as well. Oliver prides himself on always guessing right.


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* ''Series/OnlyMurdersInTheBuilding'': "The Tell" is themed around "Son of Sam", a parlor game of Oliver's. It is a social deduction game themed similar to ''TabletopGame/Werewolf1997'' (but themed around David Berkowitz, the Son of Sam killer). Characters are handed cards -- most are [[SlashersPreferBlondes "innocent blondes"]], but one is the Son of Sam killer, who pinches/"kills" an unknowing victim in each round. The group must then vote on who they think the killer is (if Oliver doesn't get it before them) lest the killer gets them all; if an accused person turns out to be innocent, they die as well. Oliver prides himself on always guessing right.
* ''Series/Taskmaster'' does this occasionally on team tasks, where one team member is given a different goal from the rest of the team.
** In episode 4 of [[Recap/TaskmasterSeriesTwelve series 12]], Morgana Robinson earned two bonus points by getting her teammates to say "submarine" (without letting her teammates know she was trying to get them to say "submarine", and without saying "submarine" herself).
** In episode 3 of [[Recap/TaskmasterSeriesFourteen series 14]], John Kearns had the secret task of sabotaging his team. He earned points only if his team lost the team task, and no one on his team accused him of sabotaging them.
* ''[[Series/TrappedGameShow Trapped!]]'' is a British kids TV game show in which, every round, the contestants are set a task, but a player is secretly nominated to be a saboteur who must try and stop them from finishing the task without the others realising what they're doing. If the players complete the task, the saboteur is removed from the game, but if the players fail, they vote on who they think the saboteur was and the player with the most votes is eliminated instead.
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* ''VideoGame/Deceive Inc'' is a FirstPersonShooter where all players are spies trying to steal the same MacGuffin. Each player starts the round disguised as an NPC, and can take on the appearance of any NPC they encounter. Identifying enemy spies among the crowds of [[=NPCs=]] wandering each mission is a core mechanic of the game.

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* ''VideoGame/Deceive Inc'' ''VideoGame/DeceiveInc'' is a FirstPersonShooter where all players are spies trying to steal the same MacGuffin. Each player starts the round disguised as an NPC, and can take on the appearance of any NPC they encounter. Identifying enemy spies among the crowds of [[=NPCs=]] wandering each mission is a core mechanic of the game.
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* ''VideoGame/Deceive Inc'' is a FirstPersonShooter where all players are spies trying to steal the same MacGuffin. Each player starts the round disguised as an NPC, and can take on the appearance of any NPC they encounter. Identifying enemy spies among the crowds of [[=NPCs=]] wandering each mission is a core mechanic of the game.
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* ''VideoGame/{{Barotrauma}}'' is about a crew trying to survive in a submarine at the bottom of the ocean. The game has a 'traitor' mechanic that can be enabled; traitors then have to sabotage the submarine with the others being none the wiser.

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* ''VideoGame/{{Barotrauma}}'' is about a crew trying to survive in a submarine at the bottom of the ocean. The game has a 'traitor' mechanic that can be enabled; traitors then have to sabotage are given secret objectives, which usually involve sabotaging the submarine with the others being none the wiser.submarine, murdering another crewmember, or setting up monster threats by [[RaptorAttack cultivating mudraptor eggs]] or spreading TheVirus.
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[[/folder:Other]]

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[[/folder:Other]][[folder:Other]]
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[[/folder:Other]]
* "Wink Murder" is a party game where one guest is secretly cast as a serial killer who 'kills' the others by winking at them. The rest of the guests must deduce who the killer is before they get winked at.
[[/folder]]
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[[caption-width-right:350:''[[ParanoiaFuel You're a sneaky little impostor]]\\

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[[caption-width-right:350:''[[ParanoiaFuel [[caption-width-right:350:''[[Music/CG5 You're a sneaky little impostor]]\\
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[[Music/CG5 Aren't you? Aren't you?'']]

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[[Music/CG5 Aren't you? Aren't you?'']]
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[[Music/CG5 Aren't you? Aren't you?]]''

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[[Music/CG5 Aren't you? Aren't you?]]''you?'']]
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Aren't you? Aren't you?'']]

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[[Music/CG5 Aren't you? Aren't you?'']]you?]]''
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* ''TabletopGame/TheResistance'' and its Myth/KingArthur version ''Avalon''. There are spies (informed minority) within a greater group of government agents (uninformed majority); the latter only knows how many spies there are and not who is one. Players go on 'missions' that must be approved by the group; during the mission, 'good' members turn in Mission Success cards while spies can sabotage the mission by turning in a Mission Fail card (at the risk of their identity being exposed). The game continues in this manner until one team gets three points.

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* ''TabletopGame/TheResistance'' and its Myth/KingArthur Myth/{{Arthurian|Legend}} version ''Avalon''. There are spies (informed minority) within a greater group of government agents (uninformed majority); the latter only knows how many spies there are and not who is one. Players go on 'missions' that must be approved by the group; during the mission, 'good' members turn in Mission Success cards while spies can sabotage the mission by turning in a Mission Fail card (at the risk of their identity being exposed). The game continues in this manner until one team gets three points.

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cleaning up auto-erotic troping of a fansite


* ''Website/MafiaScum'' hosts long-form versions of the classic social deduction game Mafia, with in-game days often occur over more than a week of real time. Its [[https://wiki.mafiascum.net/index.php?title=Main_Page wiki]] contains thousands of in-depth articles on Mafia roles, strategy, and more.
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* ''Website/MafiaScum'' hosts long-form versions of the classic social deduction game Mafia, with in-game days often occur over more than a week of real time. Its [[https://wiki.mafiascum.net/index.php?title=Main_Page wiki]] contains thousands of in-depth articles on Mafia roles, strategy, and more.

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