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  ©False Faces by Matthew Arminio, June 5th, 2014
  False Faces
  A game of deception for 4 to 6 players
  In False Faces, the goal is to win the favor of a wealthy, powerful or influential person who is looking to transfer some of
  that influence onto the next generation.  This could be an ailing grandparent with a large estate, a retiring corporate
  executive, the head of a political party seeking a new candidate, a mayor looking to replace his chief of police, etc.  All of
  the players are willing to lie to get that prize by defaming each other and aggrandizing themselves.  The trick is to lie so
  well  that the target of your machinations never knows what you are up to.
  What you need to play
  Each player needs 1 pencil, 1 sheet of paper, 1 6-sided die and 2 index cards.
  Definition of terms
  Mark: The Mark is the person managing the game and
  the one roleplaying as the influential person who the
  other players are trying to win over.
  Scuzz: The Scuzz are the players who are roleplaying as
  the manipulators trying to gain the prize.
  Positive Truth: Something truthful about a Scuzz that
  would curry favor with the Mark
  Negative Truth: Something truthful about a Scuzz that
  would be repugnant to the Mark
  Positive Lie: Something untruthful about a Scuzz that
  would curry favor with the Mark
  Negative Lie: Something untruthful about a Scuzz that
  would be repugnant to the Mark
  How to play
  The game starts by the Mark announcing who they are, what is at stake and what sorts of qualities they are looking for
  in someone to pass their fortune on to.
  The Scuzz will then take turns announcing who they are and their relation to the Mark.  Each Scuzz will write down their
  name on an index card, fold it in half and place it in front of them for easy reference to the other players. The Mark will
  write down the name of each Scuzz on a piece of paper in preparation to keep tally of scores made during play.
  The Scuzz then take a few minutes to write down 4 Positive Truths and 4 Positive Lies about themselves on their sheet of
  paper.  They may also write down any number of Negative Lies about the each of the other Scuzz (you can come up with
  more later.) Next, each player should write down 1 Negative Truth about themselves, along with their name, on one
  side of their second index card.
  All Scuzz place their Negative Truth card face down in the middle of the table.  The Mark will look at them, write them
  down on the score tally sheet and hand them back out face down, ensuring that no Scuzz receives their own card.
  Each Scuzz will roll their 6-sided die.  The highest result will go first (re-rolling any ties). Turns will follow around the
  table clock-wise.  On their turn, the Scuzz will make some sort of schmoozey statement to the Mark which is one of the
  following:
  A Positive Truth about themselves
  A Positive Lie about themselves
  A Negative Lie about another Scuzz
  The one Negative Truth they know about another Scuzz
  
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  ©False Faces by Matthew Arminio, June 5th, 2014
  No specific statement may be repeated.
  After the statement is made, all of the other Scuzz may decide to object to it and call that person a liar.  What the Scuzz
  don't realize is that he Mark always knows all of the Truths and Lies about each Scuzz already.  What the Mark wants to
  see is which one of the Scuzz is the manipulator most worthy of their fortune.
  If the original schmoozey statement was about themselves and was a indeed a Lie, that player must admit to it.  The
  Mark puts a "-1" in their tally and a "+1" to each Scuzz that originally objected.  If the statement was a Truth, the player
  or players who challenged it get "-1" and the Truth-teller gets "+1." If no one objects to the statement, that Scuzz gets
  "+1" and does not need to say whether it was true or not.
  If the original statement was a Negative Lie about another player, that player may choose to challenge it - in which case
  each player rolls a die.  The Mark most appreciates the case of whomever rolled the highest (re-rolling all ties) and that
  person gets "+1" while the loser gets "-1."  The target of the Lie may choose not to challenge it by making a statement
  like "I can neither confirm nor deny" or "I cannot recall" or "No comment" , in which case the target gets a "-1."
  If the original statement was the Negative Truth about another Scuzz, the target must challenge its veracity and roll off
  against the accuser.  If the target loses, they are shamed in the eyes of the Mark for keeping their secrets so poorly and
  are out of the running for the inheritance.  They still continue to play however, and may relentlessly  challenge every
  statement made by the player who knocked them out (but not the other players) or continuously make up Negative Lies
  in a campaign of petty revenge (against everyone.) If the revealer of the Negative Truth loses the roll this person
  receives "-2" to their tally for blowing their best shot at getting rid of a competitor.
  The turns continue in this fashion until any of these conditions are met:
  One Scuzz acquires 4 points and thereby winning the game. If more than one Scuzz attains 4 points at the same
  time play will continue.  All Scuzz under 4 points are out of the running to win but may still play against those
  still in. The Scuzz still in the running roll off.  The winner goes first.  The game ends after each remaining Scuzz
  have had an equal amount of turns and one of them leads in points or one of the other conditions (see below) is
  been met, whichever comes first.
  All but one Negative Truth has been revealed.  The player whose Negative Truth has not been revealed wins
  (unless they have already been eliminated, in which case the Scuzz with the highest tally wins.)
  Each Scuzz has run out of either Positive Lies or Positive Truths (one or the other.) The Mark counts the tallies
  and the Scuzz with the highest tally wins.
  After the winner is determined, all of the losing Scuzz take turns describing what they will do with themselves after
  losing this crucial bid for power.  Then, the Mark will make some pompous public speech about how carefully they chose
  their successor based on merit.  The winning Scuzz then gets to describe what he or she will do with their glorious
  victory (as gloating or gracious as they wish).
  Honesty is the best policy...even when lying.
  All players must tell the truth when challenged as to whether what they said on their turn was a Truth or a Lie.  If a
  player has been found to have misrepresented the veracity of their statements during the game (intentionally or not), all
  of the other players must crumble up all play materials and throw them at the offending player.
  
SOURCE: textdata/thevault/Other (Unique) Systems/Top Secret Games Two Page Tabletops/False Faces.pdf