Category Archives: Party Games

A listing of all the party games we have reviewed, with the link to the review and the 2P vs 4P rating.

Karma Review

Karma is a classic style card game for 2-6 players designed by Martha Falco and published by Set Enterprises.  Karma is a hand shedding game similar to games like Skip Bo.  The goal of the game is to get rid of the cards in your hand and the cards in front of you. Whoever is left with cards at the end of the game loses.  Therefore, you have multiple winners if playing with more than 2.

Karma is a card game that uses the hand shedding mechanic with a  twist.
Karma is a card game that uses the hand shedding mechanic with a twist.

Karma reminds me of Skip Bo but with a twist.  In the deck, there are karma cards in which change up the game.  Karma cards allow players to make an opponent pick up the discard pile, or play extra cards.  If you don’t have any karma cards to play, instead you play a card or cards that match or exceed the number that is in the discard pile.  Otherwise, you must pick up the discard stack.  Once your hand of cards is empty, then you may start playing cards from the 3 piles in front you. There will be 3 cards face down, and 3 face up cards on top of the facedown cards.

Karma is a very light game that is easy to explain and play. For those that grew up with hand shedding games, it will remind them of their childhood.  The karma cards keep things interesting, but they also can slow down the game.  Karma does have a tendency to drag on at times, but thankfully once the pick up discard pile karma card is played, it gets removed from the game.  So it’s only a matter of time before players are able to get rid of all their cards and go out.

I would recommend Karma to players who like card games that are similar to Skip Bo. I wouldn’t necessarily play this with my gaming group, but it’s a great game to play with my family.  I do like the font used for the numbers, other than that, the art is nothing special.  The card quality wasn’t as good as I would have liked, but for the price, it works.  While Karma doesn’t bring too many new ideas to the table, it can get classic card gamers interested in modern games.


SET Review

SET is a abstract puzzle game for 1 or more players designed by Marsha J. Falco and published by Set Enterprises. The object of SET is to identify a set of 3 cards from 12 or more cards laid on the table.  Play is simultaneous, whoever can accurately call “set” grabs the 3 cards that form a set and put them in their pile.  Those 3 cards get replaced before any other player can call another set.  Play continues until the deck is emptied and there are no more sets to call out.  Each player counts up the number of sets they have, whoever has the highest score, wins.

Photo Provided by The SET Enterprise Media Kit
Photo Provided by The SET Enterprise Media Kit

Each card in SET has 4 different features; a shape, color, number of symbols, and shading.  These help determine what constitutes as a set.  A set is defined by 3 cards in which each of the 4 features are all the same or all different.  Because this is a simultaneous play game, players have to figure out how to spot sets quickly, before other players.  This can be tricky for players of varying visual spatial skills, so a few practice games may work well, especially in a classroom setting.

Top Right shows an example of a set.  the 3 cards share the same color, shape, and number, and have different outlines.
Top Right shows an example of a set. the 3 cards share the same color, shape, and number, and have different outlines.

SET itself moves very quickly, especially for players who can spot sets right away.  A game can be finished in about 10 minutes or less.  It provides a great way to work on visual spatial skills, as well as provide a fast-paced, exciting game.  One very interesting aspect of SET is asking players how they go about finding sets.  Each person has a different way they analyze the play area and determine sets.  It can become a great lesson for math in a classroom, or a fun way to play with family and friends.

Each card has 4 different features, shown here.  They have a color, shape, number, and shading.
Each card has 4 different features, shown here. They have a color, shape, number, and shading.

Card quality of SET is good, and it is easy to shuffle the cards.  The card art is basic, but being an abstract game, it works well.  Some colorblind players may have issues with the colors, as they are red, purple, and green, especially in low light.

SET is one of my favorite games for working on visual perception and teaching some basic Set Theory.  I enjoy playing SET with my normal game group and it is a big hit in the classroom, where I teach a Math in Games class.  While SET is not a new game as it’s been out since I was born, it is still a great stocking stuffer or game for the classroom.


Mint Tin Mini Apocalypse Review

Mint Tin Mini Apocalypse is a frantic, dice chucking survival microgame for 2 players by David Miller, on Kickstarter.  Players take on the role of Meepletown citizens trying to survive an impending Apocalypse. One must get their citizens in the Fallout Shelter before their opponent does, or before the Monster attacks and eats everyone.

Game in play.  Game mat is available in the deluxe version.
Game in play. Game mat is available in the deluxe version.

The game is played simultaneously with every meeple placed facedown.  Players roll both their dice, as fast as they can.  If they roll a 7, they can do one of many different actions. The player can stand up a meeple, knock down an opponent’s meeple, get one meeple into the Fallout Shelter, etc. If a player rolls doubles on what the current monster die is, the monster die goes down by 1.  Once the monster die reaches one and a player rolls snake eyes, all players lose the game!

sample play 2

Mint Tin Mini Apocalypse is exciting and very fun.  The simultaneous play allows for players to get in many games in a short span, and even though it’s a dice game, there’s enough you can do that you don’t feel the randomness ebbing in. Because you activate actions on 7s, you never feel like there’s nothing to do.  You’re either rolling dice frantically or using your actions.  To make the game even more exciting, David included a soundtrack to the game, with 7 tracks that can be downloaded into MP3 files.  The soundtrack definitely adds to the game and provides an an awesome ambience.

All the components fit just right.
All the components fit just right.

Like the previous Mint Tin games by David Miller, the game comes in a mint tin, this time mini size!  Every component is manufactured in the USA, and put together in David’s home.  This not only helps out small businesses, but also allows David to get the games out sooner to backers.  No having to wait for the games on a ship!

Comparing another mint tin to show how small it is.
Comparing another mint tin to show how small it is.

Each Mint Tin Mini Apocalypse game comes with the Manhole Expansion, which adds strategy and depth to the game.  The deluxe version of Mint Tin Mini Apocalypse comes with the game mat shown in the photos, as well as a journal and extra manhole cover.  Every copy comes with instructions on Revlar paper, which coincides well with the theme, as it’s tear resistant and water resistant paper.

The game mat has fantastic art, definitely a good addition to the game.  Game mat available with the deluxe version.
The game mat has fantastic art, definitely a good addition to the game. Game mat available with the deluxe version.

If you love microgames, pick up a copy (or several) of Mint Tin Mini Apocalypse.  These will not be going retail after the Kickstarter, so this is your only opportunity to get your hands on this incredibly small, amazing game.

I was provided a review copy.



Good Cop, Bad Cop Review

Good Cop, Bad Cop is a hidden role team elimination card game by Overworld Games.  Players will be divided into two teams, honest cops and crooked cops.  Each team works together to find and eliminate the leader of the opposing team (Kingpin for Crooked Team, Agent for Honest Team).  Each player gets 3 Integrity cards at the beginning of the game, facedown.  These determine what team a player is on.

Good Cop Bad Cop cards

Good Cop, Bad Cop is a card game with 54 cards.  Five of those cards include the rules, 24 are integrity cards for up to 8 players, 4 gun cards, 2 wounds, one 1st player card, and 16 equipment cards.  Because the game is only 54 cards, it fits in standard deck box and can be taken anywhere!  Small size doesn’t equal small gameplay as Good Cop, Bad Cop has great replay value and strategic choices.

Integrity Cards

Back to the teams, if a player has two crooked cards and one honest, they are on the crooked team.  In other words, if you have a majority of cards toward one team, you are on that team.  The only exception to the rule is when a player has the Kingpin or Agent card among their three integrity cards.  If you have the Kingpin, you are automatically on the Crooked team, if you have the Agent, you are automatically on the Honest team.  Goal of the game is for honest team to eliminate the Kingpin or the crooked team to eliminate the Agent.

Good Cop Bad Cop Gameplay

At the beginning of the game, no one knows who is on their team (much like Bang!).  Players must start “investigating” other players by looking at one of their integrity cards as a turn. This is how players can determine who to start shooting.  Sometimes though, looking at the cards isn’t enough.  It will take up to 3 turns to know who a player is and it isn’t always guaranteed.  For example, a player may use an equipment card to switch two integrity cards of players.  This may change the team they are on.

Good Cop Bad Cop cards

Good Cop, Bad Cop is a constantly changing, interactive card game.  Players have to be always on their toes, deciding whether to jump the gun so to speak and shoot a player without due cause or to wait until they know who each player is.  For the most part, players will know who one or two players are, and can start using equipment cards and arm their guns.  Whenever you arm a gun or take a new equipment card, you have to reveal one of your cards.  This makes it so as the game progresses, it’s pretty obvious who your teammates are.

Equipment cards

The equipment cards really add depth to the game.  Without them, gameplay would be much more predictable.  One equipment card can bring back a player from the dead, but can also change the team that player was originally on.  Another equipment card switches the integrity of one player’s cards.  Some equipment cards aren’t nearly as powerful as those mentioned, but can still change the game.

Guns and Wounds

Good Cop, Bad Cop is definitely more fun with more players, but if game night is smaller, four player can work well enough.  Good Cop, Bad Cop falls into the party game category, since it can play up to 8 players and is usually done within 20 minutes.  However, even though it’s a party game, it still has strategy, bluffing, and social deduction which experienced gamers will enjoy.  Good Cop, Bad Cop belongs in any gamer’s library, especially those that enjoy highly interactive social games.


Survive: Escape From Atlantis Review

Overview: Survive: Escape from Atlantis by Stronghold Games is an island escape modular board game for 2-4 players.  Once the Atlantis Island is set up using hex tiles randomly placed in the middle of the board, players take turns placing their explorers on each hex tile.  Each explorer meeple has a point value on the bottom, between 1-6 points.  The goal of the game is to escape with your explorers to the safe isle before Atlantis sinks!  Once the volcano tile is revealed, the game is over. Whoever has the most points wins the game!survive box

Survive: Escape from Atlantis 30th Anniversary Edition is the Stronghold Games reboot of the original 1982 game called Escape From Atlantis.  Players try to get their meeples off the sinking island by using their 3 allotted moves per turn.  There are also ships placed around the island at the beginning of the game that players can move as well.  All the while, players must avoid getting eaten by sharks, sea serpents, and thrown in the water by whales.

After a player moves their meeples or ships on their turn, they must remove a hex island tile, sometimes throwing an opponent in the water!  Each hex tile has an effect that is either red or green bordered.  The green tiles get played immediately, and can be a positive or negative effect.  Some examples: a hex tile effect might bring a shark onto that tile or the hex tile effect might bring a ship to the tile, allowing all the explorers on that tile to board.  If the hex tile is a red border, it’s saved for play on the beginning of your next turn.  Another hex tile has an X in the middle, which allows you to cancel certain effects.  The most exciting tile though is the whirlpool tile, which swallows the tile and all the tiles around it in a vortex of doom.survive gameplay 1

While hex tiles can bring whales and sharks onto the board, the die roll at the end of a players turn allows that player to move a sea serpent, shark, or whale a certain number of spaces.  This creates some of the “take that” mechanism in the game, as you can eat opponents’ meeples or ships!  As long as you keep the attitude light, players should have no problem with getting eaten.  It’s part of the fun, and adds to the theme of the game.

survive gameplay 3

There is definitely strategy to Survive, such as keeping your high numbered meeples in check and getting them off to the safe isle first. You also have to determine whether it makes sense to hop on a boat with another opponent, and keeping a temporary alliance.  The strategy keeps more experienced gamers interested, while the randomness of the creature die and hex tiles keep the game light and fun.  Because of this, Survive is great for the whole family.  The game suggests 8 and up, but a kid as young as 6 could participate.

survive gameplay 2

Not only is the gameplay engaging and interactive, but the art and board are stunning.  When all the meeples and hex tiles are placed on the board, it creates a mosaic of colors.  Players will also appreciate the wooden ships, sea serpents, whales and sharks.  The components are all very high quality, from the thick hex tiles to the plastic explorer meeples.  Survive: Escape from Atlantis is a fantastic light strategy game that will satisfy many players.

2 Player Experience

With two player Survive, you control two colors so that every hex tile is covered by a meeple at the beginning of the game.  Because you control two colors, there’s less reason to hop on a ship with your opponent.  The game is less semi-cooperative with two players, and at times more strategic.  The board doesn’t change much before your next turn, so it’s easier to plan ahead and move your explorers.  You still get the joy of the sharks eating your opponent, when you are able to take them out.  Two player maintains the light gameplay while having more strategy and planning.

4 Player Experience

Four player can get chaotic but still maintains it’s enjoyment level.   The board can change a lot before your next turn, and planning is hard.  If two players are on the same boat, the other players will strive and take that ship out.  You don’t have as much control as in two player and the game becomes more random.  However, it doesn’t detract from the fun of the game, as long as players keep a good attitude.  The best part about four player is revealing the whirlpool tile and having everyone’s meeples nearby go in the drink.


Dixit: Journey Review

Overview: Dixit Journey is a Storytelling voting game for 3-6 players by Jean-Louis Roubira that has incredible art and simple gameplay.  Players take turns playing the Storyteller, who chooses a card from their five card hand, chooses a word or phrases associated with that card and places it facedown on the table.  Other players choose a card from their five card hand that best fits the Storyteller’s word/phase and also places their card facedown.  The cards are shuffled, then set out adjacent to the scoring board, above spaces 1-6 (depending on number of players).  Then, all players except the Storyteller votes on the card that was the Storytellers.  Points are then scored based on who voted on what, whether the Storyteller’s card was chosen by none, some, or all players.  Play continues until one player reaches 30 points or there are no more cards left to draw.dixit journey gamebox

Dixit Journey is an upgraded base game version of Dixit.  The game includes its own game board, with a reference section for scoring. The cards differ than those in the original Dixit, so if you own both the original and Journey, you won’t be getting duplicates of cards.  The first thing people notice about Dixit is the cards.  Each card has stunning art on it, sometimes beautiful, sometimes quirky, sometimes even creepy. Some of the cards have subtleties on them that only a few people may catch on first glance.  Each card invokes a different thought to each person, which makes Dixit have great replay value.  One player may think of a phase or word on a card that differs than another player.

photo 2

Dixit also shines among many different groups of people and ages.  Children will love the whimsy art, as well as being able to be creative.  Non-gamers will enjoy the simple gameplay and enjoy a game that is heavy on art.  Experienced gamers will even have a good time because the art might remind then of another game or experience they’ve had.  While there may be some people who don’t like Dixit, it has so far been great with a variety of people that I’ve played with. Even if you get sick of the current cards, there are a few expansions, all with different art.  This helps the replay value so that you don’t get stuck with the same cards.Dixit game board

Dixit Journey is a game that should be in everyone’s library.  It’s great for kids, non-gamers, and gamers alike.  It’s a modern party board game, filled with gorgeous art, an opportunity to be creative, and an intellectual challenge of guessing the right card.  Whether you buy Dixit or Dixit Journey, you’ll have a game board, and beautiful art on the cards.


Sushi Go!

Sushi Go! is a card game with a Japanese cuisine theme by Gamewright. Each player gets dealt a hand of cards, depending on the numbers of players. Players choose one card to play, face down, and then players reveal simultaneously. Then the players pass their hand to the player on their hand. This mechanic is called card drafting and is the main mechanic of the whole game. Play continues until there are no more cards to play. Then points are scored (sans pudding) and a new round begins. Game takes place over 3 rounds, player with the most points at the end, wins.sushi go box

Sushi Go! is a light, cute card game that introduces the card drafting mechanic. Players will enjoy the goofy artwork on each card especially if they like Japanese food! What shines about Sushi Go! is the easy set up and explanation. It’s a perfect gateway game into the card drafting mechanic, especially into a game like 7 Wonders.

The strategies may be light, but nonetheless, sometimes subtle. In a 2-3 player game, players can memorize the cards and play them optimally. For example, if there are 3 tempura cards (tempuras score 5 pts for every 2 you have) in a hand, a player can play the chopsticks card, which allows them to play two cards on a future turn. The chopstick card does go back in hand (as it swap for 2 cards). The player can then play two Tempura cards at once, ensuring those 5 points. The chopsticks card really adds to the game, and helps the players to “burn” cards as it were to prevent other players from optimizing points. It has much of the same strategies of 7 Wonders, just on a lighter scale.sushi go gameplay

2 Player Experience

Two player for Sushi Go! works surprisingly well. Players can employ the normal card drafting mechanic with just each other. There is also a two player variant available, in which players simulate a 3rd player (very similar to 2P in 7 Wonders). We personally like the normal gameplay over the variant. It is much easier to count cards in 2 player, so the strategy is more straightforward. However, Sushi Go improve with more players.

4 Player Experience

Four player Sushi Go! is very enjoyable. The strategy is less obvious, as players have limited knowledge to what cards the other players have, especially at the beginning of the game. It’s also worth noting that in 3+ players, the player with the least amount of puddings at the end of the game gets -6 points. This can be the difference between winning and losing, so players must pay attention to the puddings, even early in the game. The chopsticks can be highly effective as well, because once a player gets a good hand, they can utilize the chopsticks to provide maximum points. Four players provide the right amount of strategy and fun.


Timeline: Inventions

Overview: Timeline is a educational card game that tests the knowledge and logic skills of the players.  Each player has a specific number of cards laid year side down that they are trying to get rid of.  At the start of the game, there will be one card year face up.  Players must then take turns placing their card within the right timeline.  For example, the starting card may be “Invention of the Pressure Cooker: 1679”.  Player 1 may have the card “Invention of the Tuning Fork” and must then place that card before or after the starting card.  If player 1 places correct, then they have one less card, putting them closer to victory.  If they are wrong, that card is put in the box and the player draws a new card, year side down.  End game is whenever a player is the only player in a round to correctly place their last card.  That player wins.timeline box

Timeline at first glance seems very simplistic and easy.  Within the tin box is just two decks of mini cards and the instruction booklet.  However, upon careful inspection, the cards themselves boast high quality art.  Players each get a set of cards, with the year side down.  Depending on the number of players, it could be 6, 5, or 4 cards.  The goal of Timeline is to get rid of your cards by placing them correctly in the Timeline.  You would think this would be easy, but as the game continues, there are more cards in the middle, making it easier to incorrectly place a card.

Even though the game gets harder as it progresses, it also becomes easier, in a sense.  For example, if you have the card “Invention of the Motorcycle” and there’s a card in the middle that’s “Invention of the Combustion Engine”, then by logic you would conclude that the motorcycle has to be after the combustion engine.  This also provides a great history lesson for the players, especially those playing with kids.  Timeline can readily be used in a classroom setting, and can play up to 8 players.  Even with this educational feel, the gameplay is fun and enjoyable, even for more experienced gamers.

Important to note is that Timeline has various iterations.  There’s an Inventions version (the one being currently reviewed), and also, Science & Discoveries (2013 Asmodee Version), Music & Cinema, Historical Events, and Diversity.  All these versions can be combined together or played separately.  This helps with the replay value as you can combine the games, which will make the game more challenging.  Timeline is perfect as a filler game for a gaming group or in a classroom setting as a supplement to a lesson.  timeline gameplay

2 Player Experience

Two player for Timeline works very well.  The gameplay is easier initially than with more players, as there will be less placing options by your next turn.  However, because you have 6 cards to place, it does balance itself out.  Gameplay is quick and no less fun because of only two players.

4 Player Experience

Four player is highly enjoyable for Timeline.  It will be harder in general because there will be more placing options by your next turn, but that just increases the challenge.  Gameplay will be longer than with 2 player, but not by much.  I’d imagine the game might be much longer if played with 8 players, and might not be as much fun.  4 player, however, is very optimal for Timeline.


Council of Verona

Overview: Council of Verona is a micro card game by Crash Games with a Romeo and Juliet theme.  The first in their “Pub series”, Council of Verona aims to be a quick and small game that can be brought anywhere.  At the start, each player is dealt one random card. In a drafting card style, the first player picks up the rest of the cards in the deck and chooses one.  They get passed around and each person chooses one until the last player has two cards left to choose.  They pick one and discard the other which is removed from the game.  Gameplay is simple, play a card in either exile or council, optionally use an ability on the card (if there is one), then optionally play an hidden influence token (victory points at the end).  Some cards have agendas on them and places for the tokens.  For example, one agenda card says “More exiled than on council”, so if you place an influence token on there and that agenda is fulfilled at end of game, you would get those points.  Ultimate goal of the game is to get victory points by placing influence tokens on agenda cards and having those cards be fulfilled at the end of the game.  Player with most influence points, wins.council of verona box

Council of Verona is a fantastic micro game that combines strategy with short gameplay.  The drafting mechanism at the beginning is smart and allows players to plan ahead their turns.  Each card either has an ability or agenda; the abilities are activated optionally by the player who played the card and can have actions such as “Move 1 exile to council” or “Swap two influence tokens.”  This is where the strategy shines.  Do you save your good abilities to ensure victory on the agenda cards or do you focus on going along with the masses by putting influence tokens on a card that already has some.  There’s 3 spots on each agenda card for tokens, so it’s important to place tokens on ones you think will be fulfilled by the end.  Or save your swap ability and reap the benefits while also hurting other players.

The strategy is much deeper than I imagined when first playing the game.  This game is much more enjoyable than Love Letter because you have more choices due to holding 3 cards (4 in a 3 player game), and having the drafting component at the beginning.  At times it can seem like the swap influence cards (there are two) can be too powerful, especially the person who is going after the person with the other swap influence cards.  However, the more players you have, the harder it will be to determine which agendas will be fulfilled.  Another small caveat is the last player (if they played optimally) can change quite a bit on their last turn.  Thankfully, each player has one more chance to place one influence token after the last card is played.  This helps balance out the power of the last player.  Council of Verona is short, full of strategy, and a great edition to anyone’s small games library.Council of Verona

2 Player Experience

I was surprised with how fun Council of Verona was with only two players.  Two player is a variant as you do not start with a drafting mechanism.  Each other gets dealt 5 cards, two of which they send to the next player.  Also, three cards are removed randomly from the game.  Because of this, the agenda “Romeo is with Juliet” may not even be feasible if Juliet is removed from the game and vice versa. This adds to the game since you have to play smart and not assume an agenda can be fulfilled. Two player works well and shouldn’t be ignored.

4 Player Experience

I expected four player to be the optimal number and it does not disappoint.  It is much harder to complete agendas, which placing and swapping influence tokens very important.  As players only have three influence tokens (one of them being zero), one can bluff other players into thinking they want that agenda by placing the token (even though it might be a zero).  The bluffing aspect with more players makes Council of Verona very enjoyable with four players.



Overview: Mascarade is a social deduction bluffing card game in which at any given time, players may not know what secret role they have.  At the start of the game, players get to see everyone’s initial roles, and start with 6 coin.  However, that ends quickly in the first four turns as players are required to swap their card with another player (without looking at either card) or in the middle (when applicable).  Note that players can decide whether to swap-or-not which is part of the bluffing of the game.  Swapping is done under the table.  After the first four turns, players can then do one of three actions of their turn.  They can swap (or not) with another card, look at their card secretly, or announce they are a character and resolve the character’s power.  Opponents have a chance to call their bluff and reply “no i am _____”.  In this case, any opponent that challenges must reveal their card and the player who announced must also reveal their card.  Whoever is the announced character gets to immediately do that power (regardless of whether it’s their turn or not) and whoever is not has to pay a coin to the courthouse.  Game ends when a player has 13 coin or a player has zero coin.  For the former, that player is the winner, for the latter, whoever is the richest at the time wins.  If there’s a tie, there is shared victory.mascarade small box

Mascarade is a social deduction bluffing game in its finest.  What makes Mascarade stand out from other social deduction games is that you may not know your secret role at any given time, and secret roles get swapped around the table.  Also, calling someone’s bluff is encouraged in Mascarade as the only fine is to pay one coin if you are wrong.  This differs from Coup, because you lose a role (or possibly get eliminated from the game) if you call someone’s bluff and you are wrong.  Even though the secret roles get swapped, players can deduce who is who especially when cards are revealed on a bluff.

In Mascarade, it can sometimes be tricky to keep track of your swapped card and sometimes it gets lost in the swap.  Hilarity ensues when you are sure you are a character, then realize that you might not have the best sleight of hand.  The most hilarious situation is when both players are certain they are a character, and both aren’t!  It’s this social part of the game that makes Mascarade extremely fun.

Mascarade is quicker than Resistance, and more complex than Coup.  It’s a happy medium, as games usually take 15 minutes or less.  Also what makes Mascarade awesome is being able to play with a very wide range of players (2-13), although more on a two player game in a minute. Players who enjoy bluffing and social deduction games will want Mascarade in their game library.mascarade gameplay

2 Player Experience

Mascarade for two players sadly does not work at all.  It becomes a memory matching game as players control three secret roles with one of them protected, which adds more rules.  Also, the social, fun aspect of Mascarade is lost in a two player game, since bluffing doesn’t work nearly as well. It’s very shocking they even added a two player variant, considering three player is also a variant.  Mascarade with two players can work okay if players want a challenge with memory, but other than that, it’s not even worth called a game with only two players.

4 Player Experience

Four player Mascarade is incredible.  For a social deduction game, it works surprisingly well.  Games like BANG! can play 4 players but it’s not nearly as fun.  Resistance can’t even do 4 players.  There are no special rules for four player, and the bluffing works well.  Sometimes a player can get away without someone challenging them but that is rare.  With four people, players can keep a good track on the secret roles, but it’s not so easy that no one has to bluff.  For a game with such a wide possible range of players, Mascarade is one of the best social deduction/bluffing games that can be played well with four players.