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This one looks really fun. It's interesting that the only way to get out is by being suspicious. Definitely lends itself to red-herrings, which is tough to do in this kind of "negotiated role-play" context. That being said, a little more specificity with some of the result descriptions (perhaps examples of what "Something of the Spirit" might mean) would be nice, but I also suspect the types who get REALLY into this kind of game prefer fewer specifics and more interpretation.


That being said, A++ for visuals and layout, which is basically everything I suck at. I'm more of a writer and rules designer than presentation expert, so this was cool to see.