Jason (GameGobble): Players may be able to deduct the intentions of others, but the game is designed to keep full knowledge of everyone’s hidden roles until the very end. Was this effect difficult to achieve? What were some of the design challenges and how did you overcome them?
Bruno (game designer): A design challenge we faced was to introduce catch-up systems. In the first version of the game, a player who had accumulated a lot of points was almost sure to win and the game was just about joining their team. The Assassin rule (giving secret negative points), the mutual cancellation of identical characters and the hippie rule all address this same issue.