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Facilitator's Rulebook · For Teachers Only

LOYALTY

A Cold War Classroom Simulation
50-MIN SESSION · 15–20 PLAYERS · US HISTORY · GRADE 9–12

This Document

  1. What this game is
  2. What students should feel
  3. Materials checklist
  4. 50-minute timeline
  5. Player scaling table
  6. Opening monologue (read aloud)
  7. Dealing roles
  8. One Hearing — step by step
  9. Endgame conditions
  10. Edge cases & FAQ
  11. Tips for atmosphere
  12. Transition to debrief

What This Game Is§ 01

LOYALTY adapts the social-deduction game The Resistance to the McCarthy era. The Senate Internal Security Subcommittee is investigating the State Department. Most employees are Loyal Americans. A small number are Soviet Infiltrators posing as patriots. Over five Loyalty Hearings, the two sides fight to convince the rest of the room — without ever revealing themselves.

There is no elimination. Every student plays every minute. The game ends when one side wins three of the five hearings, or when the committee paralyzes itself with rejected proposals.

What Students Should Feel§ 02

The point is not winning. The point is the feeling. By the end, students should viscerally understand:

That feeling is the curriculum. The debrief turns it into history.

Materials Checklist§ 03

The 50-Minute Timeline§ 04

0:00 – 0:04
Set the room. Arrange seats in a circle or oval. Dim the lights. Project the dashboard. Hand out rules cards face-down with a "do not flip" instruction.
0:04 – 0:08
Read the opening monologue (§ 06). Distribute role cards from a sealed envelope. Conduct the "Oath of Office" (§ 07).
0:08 – 0:10
Infiltrator awakening. Eyes closed, infiltrators identify each other. ~60 seconds.
0:10 – 0:42
Five Loyalty Hearings. ~6 minutes each. Use the dashboard to advance phases.
0:42 – 0:44
Reveal. All players show their role cards. Pause for the gasps.
0:44 – 0:50
Debrief. Open the debrief.html prompts. Get through 3–4 minimum.

Player Scaling§ 05

Use this table to know how many infiltrators to seed and how many investigators each hearing requires. The dashboard handles this automatically when you select the player count.

PlayersLoyalSpies H 1H 2H 3H 4H 5
1510545566
1611545667
1711655677
1812656677
1913656778
2013756788

Opening Monologue§ 06

Read this slowly. Do not break character. The point is to drop them into 1953.

"This is the United States Senate, March of 1953. You are employees of the State Department.

You are loyal Americans. Or so it says on your file.

Senator McCarthy has alleged — and the Subcommittee has confirmed — that communist agents have infiltrated this department. They sit at this table. They eat lunch in this cafeteria. They sign their names to the same oath you do.

Over the next five Loyalty Hearings, this Subcommittee will determine which of you serve the Republic — and which of you serve Moscow.

Some of you will be appointed as investigators. Some of you will sit in judgment. All of you will be watched.

Your vote is a public record. Your silence will be noted. Your friendships will not protect you.

When I hand you a card, do not show it to anyone. Not your best friend. Not your seatmate. Not the person who keeps insisting they're loyal.

The hearings begin in two minutes. May God protect the United States of America."

Dealing Roles · The Oath of Office§ 07

  1. From the sealed envelope, deal one role card face-down to each student.
  2. Tell students to peek at their card under the table, memorize it, and return it face-down in front of them.
  3. Conduct the Oath of Office: "Raise your right hand. Repeat: I do solemnly swear that I will support and defend the Constitution of the United States against all enemies, foreign and domestic."
  4. Note: Infiltrators take the oath too. They are lying. That is the point.

The Infiltrator Awakening

"Everyone close your eyes. Heads down on the table. No peeking.

Soviet Infiltrators — open your eyes. Look at each other. Memorize who you see. These are your comrades. They are the only people in this room you can trust.

Infiltrators — close your eyes.

Everyone, open your eyes. The Subcommittee is now in session."

One Hearing, Step by Step§ 08

Phase 1 · Proposal

The Committee Chair (rotates around the table) names the required number of investigators. They may name themselves or not. There is no negotiation phase — but in practice, the table will argue. Give them 60–90 seconds.

Phase 2 · Senate Vote

Every player — including the Chair and the named investigators — votes simultaneously. Use thumbs (up = approve, down = reject) or vote tokens. Strict majority approves. Ties = rejected.

If rejected, the Chair badge passes to the next player on the left. They must propose a new team. After 5 rejections in a single hearing, the committee is "paralyzed" and the hearing automatically counts as COMPROMISED. The dashboard will flag this.

Phase 3 · The Hearing

Hand each named investigator one CLEAR and one SUBVERT card. They secretly choose one and play it face-down to the center. Loyal Americans must play CLEAR. Infiltrators may play either.

Shuffle the played cards before revealing them. Reveal all at once.

Move the Chair badge one seat to the left. Begin the next hearing.

Endgame§ 09

Have all students reveal their role cards at the same moment. Resist the urge to do it one by one — the simultaneous reveal is the most powerful moment of the game.

Edge Cases & FAQ§ 10

"Can I show my card to prove I'm loyal?"

Absolutely not. If you allow this, the game is over. Hold the line. Tell them: "In 1953, no one could prove their innocence either. That's the point."

"What if everyone refuses to vote?"

An abstention is treated as a NAY. Tell them this in advance.

"What if a student gets upset that they're accused?"

This is the heart of the lesson. Acknowledge the discomfort. Tell them you'll return to that feeling in the debrief. Do not break character mid-game.

"Can I just always play CLEAR as an Infiltrator?"

You can — and sometimes you should, to build trust. But your team needs at least three COMPROMISED hearings. Pick your moments.

"What if the Chair refuses to propose a team?"

That counts as the 1st failed proposal. Pass the Chair badge.

Tips for Atmosphere§ 11

Transition to Debrief§ 12

The moment the game ends, drop the persona. Smile. Thank them. Then open debrief.html on the projector and walk through 4–5 prompts. The transition from in-character to out-of-character is itself a teachable moment — point out how relieved they are to be themselves again, and ask them what that tells them about the people who lived through this.

END OF FACILITATOR DOCUMENT · GOOD HUNTING