<div dir="ltr"><div class="gmail_extra"><div class="gmail_quote">On Sat, Jan 16, 2016 at 7:04 AM, spike <span dir="ltr"><<a href="mailto:spike66@att.net" target="_blank">spike66@att.net</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">Diplomacy is a kick, if you get enough people with sufficient attention span. This is getting harder.<br></blockquote><div><br></div><div>Or do online versions. I know there was one a few years ago, but too often it devolved to the gunboat version because nobody was willing to talk to anyone else...except there'd often be a couple players who did talk, and of course in 6 games where 2 specific players talk and the other 5 don't, you can expect on average those 2 players will win 3 each and the other 5 get nothing. Even when I tried talking I'd get no response, so I was never able to be one of those 2.<br><br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">
I have in mind an online version of Paranoia Risk where the six players only see what the other five are doing, but then you have an undisclosed crowd of people seeing everything and betting on the outcome, Ideas Futures style.</blockquote><div><br></div><div>That Conquer Club I mentioned has a "fog of war" mode, which can be applied alongside or separately from Assassin mode. You only see your pieces and those you can attack. Spectators, having no pieces, only get summary information. <a href="https://www.conquerclub.com/game.php?game=16240045">https://www.conquerclub.com/game.php?game=16240045</a> is one Fog game that I'm in, though that's not an Assassin game. (Given what you know about me, you may be able to guess what my handle is over there. If not, the above paragraph about online Diplomacy has a hint which also applies to what a non-logged-in person can see on this game's page.)<br><br></div><div>They have modeled what you suggest. Unfortunately, in far too many cases, someone created a sock puppet that was "someone else", infiltrated the pool of people able to see everything, and communicated outside the site's control (by being the same person in truth) to one of the players. There does not seem to be a practical way to prevent this. (Emphasis: "practical", given that any remotely realistic game site will never be able to justify the kind of intrusive total control needed to even come close to preventing such dual-identity shenanigans, or simply having a trusted offline confederate.)<br></div></div></div></div>