Lifeguards protect, Patrons sabotage. Only one side will rule the pool.
A short teaser of Guard Duty gameplay and its tense social dynamics.
A thrilling social deduction game where teamwork and cunning decide the fate of the pool! Players are secretly divided into Lifeguards and Patrons, each with unique abilities and objectives.
Guard Duty: Lifeguards vs. Patrons was inspired by the classic social deduction game Werewolf and the chaotic energy of a busy summer pool. It combines hidden roles and day-night phases from Werewolf with the unique tension of pool operations, creating an experience where deception and strategy meet the playful setting of lifeguards protecting a public pool from saboteurs.
Guard Duty is a hidden-role, social deduction game of lifeguards protecting a pool from saboteurs.
Players use unique abilities during tense night phases and strategic discussions during the day to root out or conceal the Patrons.
To create an exciting, replayable experience full of suspense, teamwork, and dramatic reveals that mirrors the chaos of a crowded summer pool.
It’s the height of summer at Hillcrest Aquatic Centre, the city’s most popular public swimming complex. Families flock here to escape the heat, kids squeal with joy, and the sun shines bright over sparkling water. But behind the cheerful splashes, a sinister undercurrent flows.
The pool has become the center of a bitter dispute: a secret group of Patrons, frustrated by rising entry fees and poor maintenance, have banded together in a shadowy pact. By night, these saboteurs plan to force the pool’s closure through calculated acts of mischief and mayhem: dye bombs, drain clogs, and damage to vital equipment.
The lifeguards, the city’s frontline defenders of fun and safety, are sworn to protect the pool at all costs. They form a clandestine alliance of specialized roles, each using their unique skills to detect, protect, and neutralize threats. Under the cover of darkness, both sides play a dangerous game of cat and mouse, each vying to achieve their goals before dawn reveals the victors.
But no one knows who to trust. Hidden identities and secret agendas mean friends could be foes, and a single slip-up could doom the pool — or save it for another summer day.
Discover the unique characters and their special abilities
Guides the game flow, calls role actions, and enforces rules without taking a side.
Learns a player's role each night
Observes one pool each night to determine sabotage
Silences one player per night
Eliminate a player during the night, one-time use
Learns if a player performed an action
Protects one player each night
Protects one player each night
Guard pools each night from sabotage
No active ability but knows their role
Chooses pools to sabotage and targets to eliminate
Mutes a player for the next day
Appears as Lifeguard when investigated
Can convert the Sleeper Lifeguard
Each night chooses one player to tether
Collaborate with Leader to sabotage pools
Roles scale with player count for balanced gameplay!
All players close their eyes. The narrator calls on roles to act in order, maintaining secrecy.
The narrator reveals outcomes like eliminations and muted players to all participants.
Players discuss, vote, and potentially eliminate a suspect through democratic process.
The game features more pools than guards (e.g., 4 pools, 3 guards). Lifeguards must strategically choose which pools to guard each night, while Patrons attempt to sabotage unguarded pools.
Key: If the chosen sabotage pool is unguarded, sabotage succeeds and unlocks special abilities!
Patron Roles Called in Order:
Lifeguard Roles Called in Order:
Narrator announces:
Narrator checks for victory conditions:
Each day: max 9 mins per day.
Assume 10 days to win → max ~90 mins (1h30).
However, most playtesting ends between 60–90 mins, depending on player's discussions, eliminations, and information retrieves from Lifeguards investigators.
Each team member’s contributions are detailed below. Percentages are approximate.
Example: