Garphill Games

Secret Societies: Merica – How the Hidden Roles Work

Secret Societies: Merica – How the Hidden Roles Work

By Garphill Games | Published: 2026-10-15

Category: How-to Guides

Learn how to play Secret Societies: Merica, the hidden role expansion that swaps countries for American states. A step-by-step guide to setup, secret role strategy, and deduction.

Quick answer

Secret Societies: Merica is an expansion that introduces two new societies and an alternative mode where you play on a map of American states and territories instead of countries. To play, set up the board using the state tiles, deal each player a secret society card, and take turns placing influence and resources. Your goal is to advance your secret society's agenda while deducing which roles your opponents hold.

Secret Societies
Secret Societies

What's different about the Merica mode

The core twist in Secret Societies: Merica is the map itself. Instead of competing over countries, you now vie for control of American states and territories. This changes the spatial dynamics and makes certain regions more valuable depending on your secret society's goals. The expansion includes two new societies to play as, each with unique abilities and victory conditions. You'll need to adapt your strategy to the new board layout and the revised scoring opportunities.

Setting up the state board

Begin by laying out the state and territory tiles according to the rulebook's diagram. The arrangement is not random; it's designed to create balanced starting positions and contested regions. Place the influence markers and resource tokens in their designated areas. Each player then chooses a color and takes the matching components. Shuffle the secret society cards and deal one to each player face down. Finally, place the society agenda cards and any other tokens within reach of all players.

Understanding your secret society

Your secret society card defines your hidden identity and your path to victory. It lists the specific states or territories you need to control, the resources you must accumulate, or the actions you need to take. Keep this card hidden from other players. The two new societies in Merica offer fresh challenges: one might focus on economic dominance across coastal states, while the other might require spreading influence through the interior. Read your card carefully before the first turn so you know what to prioritize.

Taking turns and placing influence

On your turn, you'll perform actions such as placing influence cubes on states, collecting resources, or playing action cards. The exact actions available depend on the base game rules, but the Merica mode may introduce new options tied to the state board. For example, controlling a contiguous block of states might grant a bonus. Pay attention to how your actions affect the board state and what information they reveal to others. Placing influence in a state that doesn't align with your public goals can be a useful bluff.

Deduction and reading opponents

Since everyone has a hidden role, observation is key. Watch where players place their influence and which resources they hoard. If someone consistently avoids a particular region, it might not be part of their agenda—or they could be misleading you. The two new societies have distinct patterns; learning them helps you deduce who is who. Remember that in Merica, the map's geography can hint at a player's goals: a society focused on the West Coast will likely contest California and Oregon early.

Endgame and scoring

The game ends when a player completes their secret society's agenda or when a certain number of rounds have passed, depending on the scenario. At that point, reveal all secret society cards and score according to the rulebook. In Merica, scoring may include bonuses for controlling specific states or regions. The player who best advanced their hidden agenda while deducing others' roles wins. If you're new to the expansion, play a few rounds without the deduction pressure to learn the board, then add the hidden roles back in.

Step-by-step: How to play Secret Societies: Merica

  1. Set up the state board and components: Lay out the American state and territory tiles as shown in the rulebook. Place influence markers, resource tokens, and society agenda cards within reach. Shuffle the secret society cards and deal one face down to each player. Checkpoint: Ensure every player has a hidden society card and knows the basic actions available.
  2. Review your secret society card privately: Read your society's agenda carefully. Note which states or territories you need to control, what resources to collect, and any special abilities. Keep this information hidden. Common mistake: Revealing your goals too early by focusing only on your target states.
  3. Take turns placing influence and resources: On your turn, choose actions such as placing influence cubes on states, gathering resources, or playing action cards. Consider how your moves appear to others and use bluffs when helpful. Checkpoint: After each round, assess whether your actions are advancing your agenda without giving away your identity.
  4. Observe opponents and deduce roles: Watch where others place influence and what they collect. Compare their patterns to the known goals of the two new societies. Use this information to guess who is who. Common mistake: Ignoring early-game tells; even small placements can reveal a player's secret society.
  5. Reveal societies and score at game end: When the end condition is met, reveal all secret society cards. Score points based on your agenda, controlling states, and any bonuses. The player with the most points wins. Next step: Play again with a different society to learn new strategies and improve your deduction.

Product facts

  • Secret Societies: Merica: Secret Societies: Merica features 2 new societies to play as, and an alternative gameplay mode using American states and territories in place of the countries from the base game. This expansion adds replayability and a fresh strategic layer, letting you explore new hidden roles and a map that changes how you compete for influence.

Shop Related Products

First Light: Specialists

First Light: Specialists

$26.25 $35.00

Shop Now
Architects: Works of Wonder

Architects: Works of Wonder

$25.90 $35.00

Shop Now
Viscounts: Keeper of Keys

Viscounts: Keeper of Keys

$25.55 $35.00

Shop Now
Architects: Age of Artisans

Architects: Age of Artisans

$24.15 $35.00

Shop Now