Game rules

“Secret Hitler” is a tense, intellectual, and incredibly gripping board game about politics, deception, and cooperation, set in an alternative 1930s Germany.

 

To get familiar with the game and its rules, it is highly recommended to watch several tutorial videos. Keep in mind that the rules may vary slightly from club to club.

 

What is the difference between the Classic “Secret Hitler” game and the Munich Version?

The Classic version was designed by Mike Boxleiter, Tommy Maranges, and Max Temkin.

The Munich version was refined by Mr. Vorsitzender.

 

 

⚔️ Classic vs. Munich Version Comparison

🎲 Feature

Classic Version

Munich Version

Number of Players

5–10

10–15

Presence of a Host/Moderator

No

Mandatory

Host/Moderator's Uniform

Approved

Discussion Time Limit

None

2 minutes after a law is passed and/or Executive Actions come into force

Nickname

Not mandatory

Mandatory + regulated by the rules

Role Card

Cardboard tokens with pictures

All roles are real participants in the political process of the described historical period

Policy Tray

Tray with two compartments

Number of Policies

6 Liberal + 11 Fascist

10 players: 6 Liberal + 11 Fascist

11–13 players: 9 Liberal + 14 Fascist

14–15 players: 10 Liberal + 17 Fascist

Penalties

None

Applied for violating the rules/regulations

Policies (Cards)

Blank cardboard cards

All policies and decrees are real ones taken from the described historical period

Score/Rating System

None

Yes, calculated using a formula

Executive Actions Taking Effect

Applied by the same President under whom they came into effect

Applied by the next President in turn

Classic "Secret Hitler" Game Rules 👉 Official Rules Link

👉 The Official Rules for "Secret Hitler" - Munich Version

 

Introduction: Unveil the World of Intrigue

Secret Hitler—Prepare for a thrilling journey into the depths of political espionage! Step into the shoes of a politician in 1930s Germany, where hidden agendas and secret alliances determine the fate of the nation. Created by board game enthusiasts, Secret Hitler combines strategic gameplay, social deduction, and a gripping historical atmosphere that will keep you on the edge of your seat.

 

Secret Hitler transports you to a pivotal period in history—a time when tensions were high and trust was a rare commodity. In this captivating board game, designed for 10 to 15 players, friends will clash as they navigate a treacherous political landscape. Players are assigned one of three roles: Liberals, Fascists, or the enigmatic Secret Hitler. Liberals strive to defend democracy, while the Fascists and Secret Hitler aim to manipulate events to their advantage.

 

Master the Art of Deception:

In Secret Hitler, every move and word matters. Through intense debates, alliance negotiations, and the development of secret plans, your ability to deceive and discern the truth will determine the outcome of this thrilling battle. Can you maintain your Liberal cover while advancing progressive policies? Or will you succumb to the dark allure of Fascism and pave your way to power?

 

I. Setup and Roles

 

Distribution: Each player receives an envelope containing:

 

A Party Affiliation Card (Liberal or Fascist).

 

A Secret Role Card (detailing a real historical "Liberal" figure, a Fascist, or confirming you are Secret Hitler). Players hide their secret role.

 

Roles in the Game:

 

Liberals (Majority): Know no one; they seek the truth.

Fascists (Minority): Know each other and know who Hitler is.

Hitler: Does not know the other Fascists. His task is to appear Liberal and gain power.

❗ Rule: No one must reveal their role until the end of the game—neither through words nor gestures.

 

Preparation (The Night Phase):

 

The Moderator distributes the envelopes.

Upon the Moderator's command, all players glance silently at their Role Card + Party Affiliation Card.

 

The Moderator says, "Everyone, close your eyes. Fascists, open your eyes and look at each other. Hitler keeps his eyes closed but shows a thumbs-up."

 

The Fascists see each other and Hitler. Everyone closes their eyes, then opens them.

Party / Role Card

II. Gameplay: The Four Phases

 

Secret Hitler consists of several rounds, each with four phases:

 

Phase 1: Election Phase

Government Selection: One player is the President. The President chooses a Chancellor Candidate.

 

Election Eligibility:

The President and Chancellor elected in the last successful election cannot be nominated for Chancellor in the next election. (This rule does not apply to special elections.)

The restriction only affects the Chancellor nomination. Anyone, even the former Chancellor, can become President.

If only 5 players remain, only the last Chancellor is ineligible for nomination; the last President can be nominated for Chancellor.

 

Voting:

After the President nominates the Chancellor, players may continue discussing the proposed pairing within the allotted time (2 minutes).

All players vote (including candidates) using "Ja" (Yes) and "Nein" (No) cards, revealed simultaneously upon the Moderator's command.

 

Outcome:

Success: If a majority votes "Ja," the pair is approved and becomes the President and Chancellor.

Failure: If the vote is a tie or majority "Nein": The Presidential opportunity passes to the next player clockwise. The Election Failure Tracker increases by one point.

 

Phase 2: Legislative Phase

 

Policies for the President:

The Moderator gives the President a tray with two slots (a green "Enact" slot and a red "Discard" slot). The green slot holds three Policy Cards from the Policy/Decree Deck. The President reads the titles.

Three policies for President

Policy Selection:

The President discards one law that they believe should not be passed (into the red slot). They pass the remaining two policies in the green slot to the Chancellor.

Two policies passed to Chancellor

Policies for the Chancellor:

The Chancellor selects one of the two policies to be enacted (leaving it in the green slot) and discards the other (into the red slot).

Chancellor chooses policy to be enacted

Final Policy:

The tray, with the one enacted and two discarded policies, is passed to the Moderator, who reads the enacted law.

 

Phase 3: Executive Action Phase

 

If a Fascist Law was just enacted that grants the President a special power, the power is applied by the next elected President (the next player in the rotation).

Discussion of Powers: Discussions regarding the use of the special power are possible only BEFORE the start of the next election, within the dedicated 2-minute discussion period. The President can discuss the matter, but ultimately, they decide how and when to use their power. The game does not continue until the power is executed.

 

Phase 4: Discussion Phase

 

After a law has been passed and any special conditions (from Fascist Laws) have been enacted, players are given 2 minutes to discuss what transpired (which policies were received by whom, results of any party checks, fears, and who should/should not be nominated next).

After the 2 minutes expire, all discussions are strictly forbidden (The "Regime of Silence").

Penalties: Players who violate the "Regime of Silence" may be issued a Warning Token. Accumulating three tokens results in a penalty (e.g., exclusion from the vote or forced policy choice).

 

III. Objectives and Victory Conditions

 

Goals vary depending on the number of players (#):

Liberals: Pass 5 (or 6, depending on #) Liberal Policies OR successfully identify and eliminate the Secret Hitler.

Fascists: Pass 6 (or 7, depending on #) Fascist Policies OR help Secret Hitler become Chancellor after 3 (or 4, depending on #) Fascist Policies have been passed.

 

IV. Strategy Tips

 

The Hitler Strategy:

Kiss the babies. Entrust the advancement of Fascism to your comrades, and reserve for yourself the possibility of enacting Liberal laws. Fascists win through manipulation and by waiting for reliable cover to pass Fascist laws, not by openly playing as the villains.

 

Pacing:

Liberals benefit from slowing down the game and discussing available information. Fascists benefit from speeding up the game and creating confusion.

 

Hitler's Victory:

Fascists win most often by electing Hitler, not by enacting six/seven Fascist laws! Electing Hitler as Chancellor is not a secondary or optional objective: it is the core of Fascist success. Hitler must try to play like a Liberal, avoiding lies or conflict with other players. When the time comes, Hitler must use the Liberals' trust to be elected. Even if he is not elected, the distrust sown among Liberals will help Fascists be elected later.

 

Demand Explanations:

Ask other players to explain their actions. This is especially important regarding Presidential powers.

 

Find the Cause:

If a Fascist Law was passed, there could only be three reasons: The President, the Chancellor, or the Policy Deck. Try to figure out who or what put you in that position.

 

Card Counting:

Experienced players try to count the number of laws and their ratio in the deck as the deck size decreases.