Hidden-role bluffing rock-paper-scissors — each role has its own win condition
A psychological rock-paper-scissors game with hidden-role (werewolf-style) elements. The game is decided by a single round of RPS, but with information asymmetry and bluffing. Each role has a different win condition and a different amount of information they can see. Other players' roles are hidden. Less about deduction, more about gut feel and trust.
One role per player. In 2-player games, both are Warriors. Roles can repeat (e.g., with all roles on and 4 players, you can end up with 2 Warriors and 2 Team-A Traitors).
Split into Team A and Team B and play janken. Both teams start as "rock." The number of hands visible and the win conditions differ by role. When a hand is changed, the fact that "it changed" is broadcast to everyone. Only Warriors can change their team's hand. Discuss as a group — Warriors change the hand, deciding the final play. Other roles steer the Warrior toward fulfilling their own win condition. Lying about your role or visible info is, of course, fair game.
Once the Warrior settles on a hand, they hit Lock. After locking, the hand can't change. When both teams lock, judgment begins.
The result determines each role's win or loss.
Win when the result matches your role's win condition. Some roles win on a tie
It looks complex but is quite simple — enjoy short, repeated rounds with lots of talking
As a Warrior, focus on who to believe and who not to
Non-Warrior roles: lie about your role or withhold information. If you can win the Warrior's trust, victory is close
Roles: "All On" is recommended