Guard Duty

Lifeguards vs. Patrons

Lifeguards protect, Patrons sabotage. Only one side will rule the pool.

Hidden Roles
Social Deduction
Team Strategy
10+ Players

Watch the Trailer

A short teaser of Guard Duty gameplay and its tense social dynamics.

About the Game

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.

Inspiration

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.

Three Game Pillars

What

Guard Duty is a hidden-role, social deduction game of lifeguards protecting a pool from saboteurs.

How

Players use unique abilities during tense night phases and strategic discussions during the day to root out or conceal the Patrons.

Why

To create an exciting, replayable experience full of suspense, teamwork, and dramatic reveals that mirrors the chaos of a crowded summer pool.

Backstory

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.

Meet the Roles

Discover the unique characters and their special abilities

Narrator

Narrator

Narrator

Guides the game flow, calls role actions, and enforces rules without taking a side.

Rule: The Narrator must remain neutral, keep all night actions secret, and announce results clearly each round.

Lifeguard Team

Security

Security

Learns a player's role each night

Special Rule: Knows which side that player is on
Camera Observer

Camera Observer

Observes one pool each night to determine sabotage

Special Rule: Learns if that pool was sabotaged successfully
Whistle Marshal

Whistle Marshal

Silences one player per night

Special Rule: Silenced players cannot make any actions
Rescue Diver

Rescue Diver

Eliminate a player during the night, one-time use

Special Rule: Ability unlocks after first successful sabotage
Supervisor

Supervisor

Learns if a player performed an action

Special Rule: Detects sabotage, protect, or investigate actions
Security Bodyguard

Security Bodyguard

Protects one player each night

Special Rule: Prevents elimination or conversion; announces if triggered
Doctor

Doctor

Protects one player each night

Special Rule: Prevents only elimination; can protect same player repeatedly
Regular Lifeguards

Regular Lifeguards

Guard pools each night from sabotage

Special Rule: If a pool is left unguarded and sabotaged, sabotage succeeds
Sleeper Lifeguard

Sleeper Lifeguard

No active ability but knows their role

Special Rule: Can be converted by Recruiter Patron unless protected

Patron Team

Leader Patron

Leader Patron

Chooses pools to sabotage and targets to eliminate

Special Rule: Eliminates target if sabotage succeeds
Disruptor Patron

Disruptor Patron

Mutes a player for the next day

Special Rule: Target cannot speak or defend themselves
Chameleon Patron

Chameleon Patron

Appears as Lifeguard when investigated

Special Rule: Fools Security investigations
Recruiter Patron

Recruiter Patron

Can convert the Sleeper Lifeguard

Special Rule: Once per game conversion attempt
Tethered Patron

Tethered Patron

Each night chooses one player to tether

Special Rule: If eliminated, the tethered player is eliminated too.
Regular Patrons

Regular Patrons

Collaborate with Leader to sabotage pools

Special Rule: Work together to choose sabotage targets strategically

Roles scale with player count for balanced gameplay!

Recommended: 10+ Players

How to Play

1

Night Phase

All players close their eyes. The narrator calls on roles to act in order, maintaining secrecy.

2

Results Phase

The narrator reveals outcomes like eliminations and muted players to all participants.

3

Day Phase

Players discuss, vote, and potentially eliminate a suspect through democratic process.

Pool Guarding System

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!

Night Phase

Action Order:

Patron Actions (1-5)

1Leader Patron - Target Player
2Disruptor Patron - Mute Player
3Recruiter Patron - Convert Attempt
4Tethered Patron - Choose Tether Target
5All Patrons - Confirm Sabotage

Lifeguard Actions (6-12)

6Security - Learn Alignment
7Security Bodyguard - Protect Player
8Doctor - Protect Player
9Rescue Diver - Eliminate (if unlocked)
10Whistle Marshal - Silence Player
11Camera Observer - Observe Pool
12Supervisor - Learn Player Action

Notes:

  • Patrons wake together; keep eyes open until all Patron roles finish.
  • Lifeguards wake one at a time in Narrator-assigned order.
  • Recommended gestures:
    • Point to choose a player.
    • Patrons vote by displaying pool numbers with fingers; Leader Patron decide final choice.
    • Rescue Diver: Narrator shows an X if ability is locked.
    • Supervisor: thumbs up for action, thumbs down for none.
    • Security: thumbs up for Lifeguard team, thumbs down for Patron team.
    • Camera Observer: thumbs up if pool sabotaged, thumbs down if not.
  • Leader Patron:
  • If the Leader Patron is eliminated, the Regular Patron to the right of the Leader becomes the new Leader.
  • If no Regular Patrons are alive but other Patron roles remain, the Patron role on the right of the eliminated Leader takes over the Leader role but loses their special ability immediately (e.g., a Disruptor who becomes Leader can no longer mute players).

Result Phase

    Narrator action:
  • Announce eliminated players
  • Announce muted player
  • Check winning conditions

Day Phase

    Voting & Defense:
  • After results are announced, players discuss suspicions.
  • Players vote; ties or no votes skip elimination.
  • If a player receives the most votes, they get 60 seconds to defend themselves before a final vote decides their elimination.
  • If the final vote results in a tie, no player is eliminated, and the game proceeds to the next Night Phase.

Winning Conditions

  • Lifeguards win: All Patrons are eliminated or they survive the required number of rounds without sabotage success.
  • Patrons win: Patrons equal or outnumber Lifeguards, or they sabotage pools successfully for the set number of rounds.

Gameplay Insights

Main Game Dynamics

  • Coordinating Lifeguard roles like Security and Camera Observer is essential for uncovering Patrons. By sharing information carefully, Lifeguards can force Patrons to act defensively and make mistakes.
  • Balancing pool guarding between predictability and randomness creates ongoing mind games. Lifeguards who rotate guards unpredictably keep Patrons guessing, while Patrons who read patterns can exploit gaps.
  • Using Whistle Marshal or Disruptor abilities at the right moments can silence critical players, stalling the opposing team’s momentum and shifting debates in your favor.
  • Deciding whether to reveal investigative information early is a tough call: it can rally your team for decisive votes but exposes key roles to Patron attacks.
  • Patrons face constant pressure to choose between aggressive sabotage that risks exposure and subtle sabotage that prolongs the game but delays their victory.
  • Rescue Diver’s one-time elimination power can be a game-changer if used soon after sabotage, but waiting too long risks missing the opportunity entirely.
  • Protecting the Sleeper Lifeguard is a critical dilemma for Lifeguards, as losing them to the Recruiter Patron can instantly swing the game in the Patrons’ favor.
  • Tethered Patron introduces high-risk stakes to every vote, forcing all players to consider that eliminating the wrong target could cause unexpected double eliminations.

Trade-offs and Dilemmas

  • Guard Placement vs. Spread:
    Lifeguards must choose between focusing guards on pools they believe Patrons will target — risking predictability — or spreading guards widely and risking sabotage at unprotected pools.
  • Reveal or Conceal:
    Investigative roles like Security, Camera Observer, or Supervisor face the dilemma of revealing information early to guide votes — which exposes themselves as high-value targets — or keeping findings secret to stay alive longer.
  • Aggressive vs. Cautious Play:
    Patrons must decide whether to sabotage aggressively, increasing chances of success but also raising suspicion, or play passively to avoid detection — risking that the game drags on unfavorably.
  • Voting Choices:
    During the Day Phase, players debate whether to push for an elimination based on limited information or hold back and risk letting the opposing team gain the upper hand. Ties or hasty votes can protect key Patrons or eliminate valuable Lifeguards.
  • Mute Timing:
    Disruptor Patron must decide when muting a player will do the most damage to Lifeguard discussions — too early can waste the ability, too late may let Lifeguards build unstoppable momentum.
  • Defense vs Attack Roles:
    Lifeguards need to balance defending their investigators (Security, Camera Observer) with using offensive roles like Rescue Diver effectively — focusing too much on defense can stall progress, but overly aggressive moves can expose critical roles.
  • Sleeper Lifeguard Protection:
    Lifeguards have to decide if protecting the Sleeper Lifeguard is worth exposing patterns that Patrons can exploit, or leave them vulnerable to conversion by the Recruiter Patron — risking an instant swing in Patron strength.
  • Tethered Patron Threat:
    Once suspected or revealed, players must consider the possibility that eliminating Tethered Patron could take down a key Lifeguard, creating a tense dilemma where no vote is truly safe.

Typical Play Duration & Game Flow

🌙 Night Phase (Round 1) (~4 min)

Patron Roles Called in Order:

  • Leader Patron – Choose sabotage pool & target player (15s)
  • Disruptor Patron – Select player to mute (15s)
  • Recruiter Patron – Attempt conversion (if not yet used) (15s)
  • Tethered Patron – Choose player to tether (15s)
  • All Patrons – Confirm sabotage (30s)

Lifeguard Roles Called in Order:

  • Lifeguards – Assign guards to pools (each 15s, total ~45s)
  • Security – Investigate player alignment (15s)
  • Security Bodyguard – Protect a player (15s)
  • Doctor – Protect a player from elimination (15s)
  • Rescue Diver – Optionally eliminate (if unlocked) (15s)
  • Whistle Marshal – Silence a player (15s)
  • Camera Observer – Observe one pool (15s)
  • Supervisor – Learn if a player performed an action (15s)

📣 Results Phase (~30s)

Narrator announces:

  • Eliminated player(s) (if any)
  • Mutes or silences triggered
  • Pools sabotaged (if observed by Camera Observer)

Narrator checks for victory conditions:

  • Lifeguards win if all Patrons eliminated or rounds goal met
  • Patrons win if Patrons ≥ Lifeguards or sabotage goal met

💬 Discussion Phase (~4 min)

  • Open discussion: Players debate, accuse, and defend (2 min)
  • Initial vote: Players vote to nominate one player (30s)
  • If tie or no nomination → skip to next Night Phase
  • Defense: Nominated player has 60 seconds to plead their case (1 min)
  • Final vote: Players vote to either kick (eliminate) or spare the nominated player (30s)

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.

Team Contributions

Each team member’s contributions are detailed below. Percentages are approximate.

  • Kylie Wawryk: - .
  • Dami Kim: - .
  • James Hoang: - .
  • Joshua Weekes: - .
  • Jamal Asmi: - .
  • Example:

  • James Hoang: 20% - e.g. Website development, Rule Book, Play Testing + Log, Game Dynamics & Gameplay.