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Designing a partial knowledge hidden goal mechanic
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During play testing, I felt as though my 4X was a little dull. I'd like to up the ante by putting players into a position of asking, "What is my opponent going to do and why are they trying to do it?" So I'd like to experiment with hidden goals to see how it plays. I'm looking for a way to distribute goals such that each player knows two goals: his/her own goal and the goal of another player, but not which player has that goal.

During setup, I could give each player a goal, have them return the goals, shuffle them and then re-deal, but then a player may end up getting his/her own goal back which could put them at a disadvantage.

I also thought about giving each player a goal, and then having each player pass their goal to the player on their left. This guarantees that each player will know the goal of exactly one other player, but I'd really like it if they didn't know who had that goal.

Archipelago, as I understand it, has a private victory condition for each player and then a public one. That feels close, but it isn't exactly what I'm going for.

Do you have any thoughts on how to accomplish this? Are there any games that do have this particular setup?

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11 years ago