POSSIBLE GAME RULES

(These are proposals for possible game rules which could be implemented later to balance the game or make it more interesting. Exactly which combination of these rules makes for a fun game is something we'll have to see. See Protokoll_Gruppe_8.docx for the general outline of the basic rules.)

-Vote of ghosts during the day (secretly) doesn't count (otherwise ghosts can just outvote humans at some point).
 
-Sometimes ghost conversion fails and the "victim" does not turn into a ghost. This could be communicated in a number of different ways:
-Not at all. Only the ghosts know that conversion failed. Not even the "victim" knows that they would have been converted if the ghosts succeeded. This means that everyone assumes that there is one more ghost now, even though there isn't.
 
-A message to just the "victim", so other human players don't know that conversion failed until the "victim" (presumably) tells them in the morning - if they believe it. 
 
-A message to everyone that the ghost conversion failed, but no direct message to the "victim" telling them that they were the "victim", so that no one (except the ghosts) knows who is the "victim" but everyone knows conversion failed.
 
-Both a message to everyone that conversion failed as well as a direct message to the "victim" telling them that they were the "victim". Possibly some ghosts will falsely claim that they were the "victim", so the true "victim" will have to convince the group if multiple people report being the "victim".
 
-A message to everyone telling them that conversion failed and telling them who the "victim" was. This means that everyone knows who the "victim" is and there can be no deception on that front.
 
-If the original ghost (the one who started off as a ghost in the first round) is voted off, the ghosts immediately lose. Either this rule or the previous one about failed conversions is necessary for the humans to have a chance to win.
 
-If a ghost is voted off, there is a (possibly high) chance that adjacent ghosts are also voted off. This would incentivise ghosts to travel further distances despite passing by other people's doors.
 
-Voting for a non-ghost doesn’t kick them off the train so non-ghosts don’t drop off too quickly, also everyone now knows that the person voted for definitely isn't a ghost (yet).
 
-Sometimes ghosts can walk by a door without the person in the room hearing something. This makes the ghost's location less obvious and also incentivises the ghost to travel further. However, if passing by a door is unlikely to alert the passenger, it would add more uncertainty and reduce the ability for deductive reasoning (you can't say "well the ghost can't have passed by there cause otherwise that person would have heard something"), so the effect of this mechanic depends greatly on the percentage of how often passing by a door does / does not cause a noise. Also you could implement it so the ghosts know whether or not a passenger heard something or so that they don't know.
 
-Rather than discuss in the chat, players must decide before the day begins whether or not to claim they heard something (so who does / does not claim to have heard something is coded into the game and shown in the GUI rather than just a part of the discussion). This means as a ghost you have to think about your strategy beforehand and can't just wait to see who reports hearing something before you decide whether or not you claim to have heard something (especially if the previous rule is implemented and the ghosts don't know who did or did not hear something)

-One person is granted the ability to see outside their door at night (so also see in what direction ghosts move & how many). In general, some players / NPCs might be given special abilities from the start, like in the game Werewolves.
 
-Voting only begins after the second night so as to give the ghosts a head start.
 
-Players have the ability to challenge someone's claim that they heard something. The game then shows whether the person who claims to have heard something is lying or telling the truth. If the challenger is right and the person was lying, the liar (persumably) becomes a prime suspect and will (persumably) be voted off. If the challenger is wrong (so the person was telling the truth), the challenger is automatically thrown off the train (regardless of whether they are a ghost or a human), so you should only use this ability if you’re confident the other person is lying. This ability could be:
-An ability that every player can use once in the game
-An ability that players unlock after some rounds
-An ability that only one character starts out with (again, Werewolves-style). This could be interesting especially if the person with this ability turns into a ghost themselves.
 
-Ghosts can walk out one end of the train and enter the other, so they can reach their destination by going left or by going right (=>modulo arithmetic)
 
-People share a cabin with one other passenger. How exactly this interacts with the rules (e.g. does one passenger hear it if the other person in their cabin is a ghost?) remains to be determined, but this could possibly add an additional layer of complexity to the game if it is too simple.