it introduced a new method of hiding information about the actions of the Bad Team that allowed for more deduction than other mechanics. Any time a fascist policy is enacted, members of the government can plausibly claim that it was the deck that caused the fascist policy to emerge, not the players.
Designing the policy deck in Secret Hitler
Tommy Maranges
1116

Oh.. like Battlestar Galactica’s Destiny Deck?

Any time a fascist policy is enacted, members of the government can plausibly claim that it was the deck that caused the fascist policy to emerge, not the players.

Because this part isn’t new. A lot of games use a deck to give a player plausible deniability. This is a new type of deck but using a deck to hide information isn’t a new thing.

Here’s the thing. I understand the appeal of the policy deck. I think it’s interesting. I genuinely do, even if I think it isn’t new. I don’t understand why on earth it would allow for MORE deduction. If anything Dead of Winter’s crisis deck (which is pure player and no random) would allow for more deduction. This type of deck gives you the SAME amount of deduction (it’s one of the two active people responsible) as The Resistance mission cards (it’s one of the mission people). It’s not the policy deck in Secret Hitler that makes the deduction more specific, it’s the number of people “on the mission”/in government. It starts out really easy to deduce who played the fail card in The Resistance and then becomes harder as you play on.

We built Secret Hitler around lots of interactions between pairs of people.

In Secret Hitler it’s always two people so in that way it’s easier but again this isn’t a function of the policy deck it’s a function of the game’s two person mechanic.