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There are some things that really limit the game here from a GM point of view, and you kinda noted in the GM notes - the design of the game for the NPCs pushes 'against' the correct way for the GM to 'win'. I think this game would be more solid by taking the GM out entirely, having a deck of opponents that spies can play against, and making another player choose the actions for the opponent often. The lack of a mechanic to share any information also limits the game. While it meets the criteria, I think a bit more look at the design makes it obvious this would be better as a board game concept, then as a tabletop RPG.