Debate and Vote
Lay out the evidence and talk the table into the right vote.
- Prototype complexity
- Who plays
- Competitive play
- Design focus
- Information · Cooperation · Narrative
No.075Among Us01The core loop
Action → feedback → next choice- 01A meeting is called
- 02Share what you saw
- 03Question each other
- 04Vote someone out
↻Feedback changes the situation — the next round starts from there.
Walk through one round
A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.
- T1
Turn 1 · The situation
A body is found in medbay; A claims navigation, B says they saw A heading to medbay, with 6 players left.
- T2
Turn 2 · The player chooses
You ask A which navigation task they did.
- T3
Turn 3 · The feedback
A can’t name one; four vote A out, and A was the impostor.
- T4
Turn 4 · The next decision
The remaining impostor prepares sharper alibis.
How it plays
After an incident, everyone enters a timed discussion to present evidence and challenge claims, then votes. The ejected player leaves, and wrong votes hurt the innocent side. Timers, speaking order and the vote reveal are key feedback.
What the player weighs
- Share intel vs become a target
- Vote on thin evidence vs skip
02Start small
Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.
03One mechanic, different implementations

Among Us
Reporting a body or calling an emergency meeting starts discussion and voting, with settings for timers and anonymous votes.

Goose Goose Duck
Meetings let players with investigative roles share extra findings, so discussion leans heavily on role claims.
The difference worth noticing
Among Us evidence comes from sightings; Goose Goose Duck adds role-ability info, inviting false claims.
Case notes are Yoroll editorial summaries; rules may change between versions.
04What could you combine?
Before meetings, players can review timeline snapshots of the scene to reconstruct who was where, then confront each other.
Prototype this combo in Yoroll→Follow the next idea
Hidden Roles
You know who you are; your job is making everyone believe otherwise.
- Prototype complexity
- Who plays
- Competitive play
- 01Roles dealt secretly
- 02Act on your role
- 03Disguise or observe
- 04Exposed or victorious
You See, I Know
One player sees the problem, another holds the answer, and only talking joins them.
- Prototype complexity
- Who plays
- Co-op play
- 01Each sees half
- 02Describe it aloud
- 03Partner looks it up
- 04Act and verify
Abilities That Fit Together
Each player has only part of the toolkit; together they clear the whole path.
- Prototype complexity
- Who plays
- Co-op play
- 01Hit a one-person dead end
- 02Take stock of abilities
- 03Combine skills
- 04Break through and move on



