zeogold: I don't think I quite understand the question, so I'll try to answer as best I can.
When the policy is enacted, nobody gets to look at the cards save for the president and the chancellor. The president draws 3 cards, discards one of them secretly, and then hands the other 2 to the chancellor, who secretly discards another and puts the remaining card on the board, thus enacting it.
The policies don't actually have powers on them, they're just cards that say "liberal" or "fascist". [...]
HypersomniacLive: Cheers, for some reason I thought that a policy gets enacted only if it's approved by vote.
I assume that when a policy is enacted, it becomes public knowledge if it's a Liberal or Fascist one, yes?
Also, since it's not the policies, are the Presidential powers granted in a specific order? If not, how is it determined which power the President is granted every time a Fascist policy is enacted?
And how often do the Liberals win? Asking, because there are almost double as many Fascist policies than Liberal ones, i.e. seems that the odds to elect Hitler as Chancellor after enacting 3 Fascist policies aren't bad at all.
Ah, that's what you meant. No, only the president and chancellor pick. Technically just the chancellor, although it all depends on what the president gives him (let's say the president is a fascist and draws 1 liberal policy and 2 fascist policies - he can discard the liberal one and tell everyone he drew 3 fascist ones!).
When a policy is enacted, it is placed face-up on the board and everyone knows what it is.
Presidential powers are granted in a specific order depending on how many players are in the game. A new one-time-only (except for the veto) power happens to the current president each time a fascist policy is enacted. The typical order is:
1. Nothing happens.
2. The president must investigate the alignment of any player.
3. The president must pick the next president (rather than it simply passing to the left as usual).
4. The president must kill another player.
5. The president must kill another player. Also, the power of the veto is now permanently enacted.
6. The fascists win.
If there's less than 7 players (the max is 8), #2 changes to "nothing happens" and #3 changes to "the president must examine the top 3 cards of the policy deck".
Out of the games I've played, I'd say that it's nearly even. It might seem that the fascists have an edge thanks to the Hitler-being-elected thing, but consider that:
- Hitler has to be chancellor, not president. Somebody has to put him forward as their choice, meaning that he'll have to be sure that NO suspicion has been on his head so far if he wants to get a majority yes vote. People will be on their guard like crazy about what choices are made at this point, so it won't be so easy. You can't just go "eh, let's see how this guy does as chancellor", you're going to have to have an explanation. And a bloody good one, too.
- Remember that there's not one, but two ways for the liberals to win. Either 5 liberal policies get passed, or Hitler gets executed. The president has to execute somebody on fascist policy #4 and #5. I guarantee you that there will be some heavy suspicions by that point. Even if you don't manage to kill Hitler, picking off a fascist is a major help (assuming you pick correctly). Even if you're a fascist who lands this power, if you kill someone who looks innocent, you'll pretty much out yourself and have people questioning your earlier votes/suggestions/etc. Sometimes, albeit rarely, a liberal president will actually purposefully force a fascist policy to kill somebody he's sure is Hitler.