Tabletop Companion
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Liberal

Hold the majority, find the truth, and keep the Chancellor's seat out of the wrong hands.

Easy to learn, hard to master

Background

Liberals are the majority of the table — ordinary politicians trying to keep a fragile republic standing. You have the numbers to control every election, but you start the game knowing absolutely nothing: any smiling colleague could be a Fascist, and one of them is Hitler.

Your game is a hunt for information in a fog of lies. The Fascists know exactly who everyone is; you have only votes, claims, and behavior to go on. Every round you must turn scraps of evidence — who nominated whom, who voted Ja!, what a government claimed to draw — into a working map of the table's loyalties before the fascist track fills up.

How you win

You win with the other Liberals when 5 liberal policies are enacted, or instantly if Hitler is executed. You lose if 6 fascist policies pass — or, from the 3rd fascist policy onward, the moment the table elects Hitler as Chancellor.

In practice your two paths reinforce each other: clean governments push liberal policies through, and fascist policies hand the President powers that — in trustworthy hands — become liberal weapons. An investigation that outs a Fascist, or a well-aimed execution, can win the game on the spot.

How they play

Every round you have three jobs:

  • Vote deliberately — a Ja! is an endorsement of both halves of the government. Never wave through a government just to move the game along; a lazy Ja! after 3 fascist policies can literally hand Hitler the win
  • Interrogate the legislature — after each policy, make the President and Chancellor state what they drew and discarded. The deck is 11 fascist to 6 liberal, so bad draws genuinely happen — but claims can be cross-checked against later draws and peeks
  • Build the map — track who nominated whom, who voted for what, and who benefited. Fascists must eventually vote their agenda through; the voting record is the one thing they can't fully launder

Share what you know loudly and honestly — Liberals win by pooling information, and a quiet Liberal is a wasted seat.

Strengths

  • Liberals always outnumber the Fascists. If the Liberals ever fully coordinate, they control every election on pure votes — the Fascists' entire game is preventing exactly that.

  • You never have to remember a lie. Telling the truth loudly, consistently, and early makes your story easy to verify — and over several rounds, verified players become the trusted core that wins liberal games.

  • Every fascist policy hands the President a power — and if that President is a Liberal, investigations and executions become your best weapons. A confirmed-liberal President turning the state against the Fascists is devastating.

Weaknesses

  • !

    You start with zero information while the Fascists start with all of it. Early rounds are guesswork, and the Fascists will spend that window building credibility and framing Liberals.

  • !

    With 11 fascist and 6 liberal policies, honest governments really do draw all-fascist hands. Every unlucky draw makes an innocent player look guilty — and the Fascists will happily fan those flames.

  • !

    Liberal wins die of friendly fire: accusing confirmed allies, executing the wrong player, or deadlocking elections until chaos enacts a random policy. Distrust is your tool, but unmanaged panic does the Fascists' work for them.

Tips & tricks

  • Tip

    The moment the 3rd fascist policy lands, the game changes: any Chancellor could be Hitler and end everything. From then on, only put people in the Chancellor's seat whose liberalism is proven — by investigations, by policy history, or by surviving an execution vote.

  • Tip

    Claims lie; the voting record doesn't. Who pushed a government through right before a fascist policy landed? Who conveniently voted Nein! on a government that turned out clean? Patterns across three or four elections expose what any single round hides.

  • Tip

    An execution is the strongest tool you'll ever hold — it can win the game outright if it hits Hitler. Aim it at the player the quiet analysis points to, not the loudest suspect: Hitler is usually the reasonable, likeable player everyone almost trusts.