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Description
Good Cop Bad Cop is a 52 card hidden identity, deduction game where each player takes on the role of a law enforcement officer in a corrupt district. Players must investigate others to figure out who is on their side, grab one of the 2-3 guns on the table, and shoot the opposing leader to win the game.
Year Published
2014
Featured Videos
Playthrough
Let's Play GOOD COP BAD COP | Board Game Club
Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 1
This page: 1
Sentiment:
pos 1 ·
mix 0 ·
neu 0 ·
neg 0
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Overall sentiment (raw)
positive
Pros
- highly social and chaotic, producing lots of laugh-out-loud moments
- promotion mechanics add meaningful strategic drift across games
- strong player interaction and bluffing yields engaging negotiations
Cons
- can be confusing for first-time players due to the varied actions and card interactions
- table noise can overwhelm players who prefer structured, slower turns
- rule variance between editions may complicate onboarding
Thematic elements
- deception, allegiance, and social deduction between opposing factions
- A police precinct in a fictional city where players play as honest cops or crooked cops over a series of engagements.
- chaotic, improv-driven banter with high-stakes bluffing and role-play
Comparison games
none
Mechanics (from transcript analysis)
- action selection with one action per turn — On a turn a player can peak at another's integrity card, reveal an integrity card to take a gun, or gain equipment with unique powers.
- card visibility and bluffing — Integrity cards are kept face down until revealed through actions, encouraging bluffing and misdirection.
- equipment cards with one-off powers — Equipment provides temporary or immediate effects (like investigation, re-aiming guns, or swapping cards) that influence the next rounds.
- hidden roles — Each player has integrity cards indicating honest or crooked alignment; players deduce teammates’ identities through discussion and actions.
- multi-game campaign structure — The five-game sequence with cumulative scoring creates long-term strategic choices and shifting alliances.
- promotion and medals — Over five consecutive games, teams earn medals; medals can promote players, granting extra powers for subsequent rounds.
- shooting and gun mechanic — A gun must be aimed before a shot; a successful hit can eliminate a player or reveal more information, with special cases for kingpin/agent.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- shooting people is the best form of social deduction
- bang the gun has to be aimed at someone before you can shoot it
- it's a social deduction game
- welcome to board game club
- polygraph never lies
- the promotion expansion bit of fun
- we're going five games in our little campaign
- it's the hardest day of my life
- i'm the kingpin of crime in this town
- it's not kosher when he said not kosher
- you could check this card no one's seen that one
- this is what happens when you consort with criminals
- the end card said things we shouldn't know
- it's not good at all but if sally was to get shot
- the can you pick up an equipment card and give it to any player
- the riot shield put it back at once
- shoot me not only that i've got penetrating rounds
- you're crooked and i'm crooked by default because i'm the kingpin
References (from this video)
No references stored for this video.
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