A bad game
Don't play this game.
Have a prime number of players greater than three. Seven is good. So's five. You could easily do 11 or 13. By the time you get to 17 or 19, wow.
Talk amongst yourselves.
After talking, everyone votes for a winner, secretly.
If one player gets the most votes, they win.
If there's a tie, all tied players are now ineligible to win (runners up, if any, are still contenders). Talk amongst yourselves, have another vote.
Repeat until there is a winner.
Have a prime number of players greater than three. Seven is good. So's five. You could easily do 11 or 13. By the time you get to 17 or 19, wow.
Talk amongst yourselves.
After talking, everyone votes for a winner, secretly.
If one player gets the most votes, they win.
If there's a tie, all tied players are now ineligible to win (runners up, if any, are still contenders). Talk amongst yourselves, have another vote.
Repeat until there is a winner.
no subject
Any game can have these rules, with a sufficiently unpleasant play-culture.
Some games (Catan, and perhaps Mafia?) seem to breed these sorts of play cultures.
Ah, I see what you did there.
no subject
"If everyone agree on who is the most likely winner, that person loses immediately."
(We didn't have a nasty culture of play; just a naive one.)
-- Alex
no subject
For Catan, and Risk, there can be a breakpoint; identifying and decapitating leaders isn't sufficient as a winning strategy, after all, so you can move past that as a phase, if the game is fun enough that you want to bother with hit. I mean, the culture can progress, if it's worth the bother (and players are reflective).