Two kinds of player.
Eleven things they can do.
One murderer. Two roles. Eleven skills. One evening to find them out.
Every player draws one of two roles: the Murderer, or an Innocent. The Innocents have their own private goals — and points to win whether they catch the killer or not. The Murderer wins by surviving the accusation.
The Innocents
Each Innocent has a public goal the whole table sees, and a secret one only they know. Scoring rewards both — points for catching the killer, points for finishing your own agenda, points for doing both.
The Murderer
Wins by surviving the accusation phase without a majority vote against them. Has goals like everyone else — and the same eleven skills available to bend the evening their way.
The eleven skills
snoop · interrogate · wiretap · bug · steal · forge · gaslight · lockpick · blackmail · bluff · frame
Each skill is a verb you can spend during investigation. Some find clues. Some destroy them. Some plant new ones.
A game seats 4 to 15 players.