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How to play Secret Hitler (2026) — the social-deduction party game where Liberals try to pass liberal policies while Fascists quietly install Hitler as Chancellor. Ages 13+, typically 5–10 players, about 45 minutes. Roles stay secret; votes and policy cards do the talking.
Below: roles, setup, round flow, fascist powers, win conditions, common mistakes, and party tips. Soft-link a faster cousin: how to play The Chameleon. Want a full night map? good games for game night.
Grab Secret Hitler (and sharp deduction cousins)
Primary boxed Secret Hitler first, then Coup for faster bluff chips and The Chameleon for 15-minute word deduction.
- Primary: Secret Hitler → Amazon
- Also good: Coup → Amazon
- Also good: The Chameleon → Amazon
What’s in the box
- Secret role cards — Hitler, Fascist(s), Liberals (counts scale with player count).
- Party membership cards — used for investigations / proof moments per the booklet.
- Policy cards — Liberal and Fascist policies shuffled into a draw deck.
- Liberal & Fascist boards — tracks that unlock fascist powers as fascist policies pass.
- President & Chancellor placards — who is governing this election.
- Ja / Nein ballot cards — vote on the government.
- Envelopes / markers — keep roles private; exact packing varies by printing.
Setup
- Seat everyone so discussions are audible — no private side-huddles on teach night.
- Choose the board setup for your player count (fascist power track changes with table size).
- Deal secret roles face-down. Players look once, then keep cards hidden.
- Fascists (and Hitler, depending on count) may get a brief eyes-open night phase so the fascist team knows each other — follow your sheet for the exact table size.
- Shuffle policy cards into a draw deck; place discard empty.
- Give the President placard to a random starting President (or agree on a rotating start).
House tip: read the fascist power track out loud before round one. Nobody should discover “execution” mid-argument.
Roles (keep these crisp)
- Liberals — majority team. Win by passing enough liberal policies, or by killing Hitler when the rules allow that win path.
- Fascists — minority team who know each other (at most counts). Want fascist policies and a Hitler chancellorship under the right board conditions.
- Hitler — fascist who often does not know the other fascists at smaller counts. Must blend as a helpful liberal until the kill shot.
Round flow (election → legislative session)
- President nominates a Chancellor. Discuss. Table votes Ja/Nein.
- If the government fails, track election failures; too many in a row can force a top-deck chaos policy (per booklet) — tension rises.
- If elected, President draws three policies, discards one facedown, passes two to the Chancellor.
- Chancellor plays one of the two facedown onto the matching track; the other is discarded.
- Resolve fascist powers if the fascist track just unlocked one (investigate, special election, peek, execution — depends on board space).
- Rotate Presidency clockwise (unless a power says otherwise) and repeat.
Win conditions
- Liberals win by filling the liberal policy track, or by assassinating Hitler when that win condition is live on your board.
- Fascists win by filling the fascist policy track, or by electing Hitler as Chancellor after enough fascist policies are already on the track (the classic late-game trap).
- Agree before game one how you handle misdeals and accidental role reveals — soft resets beat ruined nights.
Common mistakes
- Skipping the fascist-power teach — executions without warning feel personal.
- Table talk that invents rules (“President must claim colors”) — claims are strategy, not law.
- Playing with 5 when the room wanted 9 — still works, but the fascist math feels different; use the correct board.
- Letting debates run 10 minutes per nomination — set a soft 90-second timer.
- Out-of-game revenge for in-game executions — house rule: roast the policy track, not the person.
Party tips that keep it fun
- Consent the theme. The art is dark satire — if anyone is uncomfortable, pick Chameleon or Coup instead.
- First game = open claims. Encourage Presidents/Chancellors to state what they discarded; lying is allowed, silence stalls learning.
- Spectators stay quiet. Eliminated players (if your printing uses execution) become silent observers.
- Hydrate / snack between fascist spikes. The mid-game power spike is where friendships get spicy.
Secret Hitler vs Chameleon vs Coup
- Secret Hitler — 45-minute faction drama with elections and policy tracks (box).
- The Chameleon — 15-minute word-bluff rounds; see how to play The Chameleon (Amazon).
- Coup — faster chip-bluff card game for 2–6 when you want deduction without a full parliament (Amazon).
FAQ
How many players is Secret Hitler?
Typically 5–10. Sweet spot for a first teach is 7–8 so fascist powers show up without a mega-table.
Is this appropriate for every party?
No. Theme and betrayal energy need buy-in. Have Chameleon or a slap game as a backup.
Can Hitler talk with fascists?
At many player counts Hitler does not start knowing the fascists — that isolation is the point. Follow your booklet’s night-phase chart for your exact count.
Open Secret Hitler when the room wants a longer “who’s lying?” arc. For a shorter opener, deal The Chameleon; for chip-speed bluffs, grab Coup. Night map: game night hub.