Insider, A Mafia Variant

Based on the tabletop game (by Oink Games) of the same name, Insider combines the social deduction and uninformed majority aspect of Mafia with 20 questions. In short, a word or phrase has to be guessed. A representative of the "Town" faction knows the word or phrase and will be able to respond to yes or no questions posed by all other players. That player is The Master. The rest of the town, known as The Commons, must ask the questions to the master to identify the word or phrase.
If the word or phrase is not guessed, everyone loses.
Oh, and one other thing: The Insider. The Insider, like the Master, knows the word or phrase. And the Insider is pretending to be one of the Commons. And that leads us to the full set of victory conditions:
The Master (1 player): The Master will know a word or short phrase. The other players will ask the Master Yes or No questions to attempt to determine the word or short phrase. The Master’s victory condition is the same as The Commons. The identity of the Master is known to all.
The Commons (2-6 players): Essentially the town faction, they do not know the short word or phrase and are attempting to figure it out by asking the Master Yes or No questions. They win if the word or phrase is guessed in time and if the Insider is correctly identified.
The Insider (1 player): The Insider, like the commons, can ask the Master Yes or No questions, but the Insider will have received the word or phrase and will know it at the start of the game. The Insider wins if the word or phrase is guessed in time and if the Commons fails to successfully identify the Insider. The identity of the Insider is known at the start of the game only to the Insider and the GM.
In short, the Insider has to help the Commons guess the word and phrase, because the Insider loses if it is not guessed. But... if the Insider is too obvious about helping, the insider can lose because they are too easily identified.
A preliminary rule set for a forum adaptation I have worked on is here. Please let me know what you think!
If the word or phrase is not guessed, everyone loses.
Oh, and one other thing: The Insider. The Insider, like the Master, knows the word or phrase. And the Insider is pretending to be one of the Commons. And that leads us to the full set of victory conditions:
The Master (1 player): The Master will know a word or short phrase. The other players will ask the Master Yes or No questions to attempt to determine the word or short phrase. The Master’s victory condition is the same as The Commons. The identity of the Master is known to all.
The Commons (2-6 players): Essentially the town faction, they do not know the short word or phrase and are attempting to figure it out by asking the Master Yes or No questions. They win if the word or phrase is guessed in time and if the Insider is correctly identified.
The Insider (1 player): The Insider, like the commons, can ask the Master Yes or No questions, but the Insider will have received the word or phrase and will know it at the start of the game. The Insider wins if the word or phrase is guessed in time and if the Commons fails to successfully identify the Insider. The identity of the Insider is known at the start of the game only to the Insider and the GM.
In short, the Insider has to help the Commons guess the word and phrase, because the Insider loses if it is not guessed. But... if the Insider is too obvious about helping, the insider can lose because they are too easily identified.
A preliminary rule set for a forum adaptation I have worked on is here. Please let me know what you think!