THE COURT'S FIELD GUIDE

Know the court.
Survive the deceit.

A crown, a secret, and a room full of liars.
Learn your class, read your rivals, and make your next night at court a little less fatal.

27 CHARACTER CLASSES3 FACTIONS8–16 SEATS AT COURT
A PERFECTLY RESPECTABLE COURTOR SO THEY SAY
The painted portraits of the Mastermind, Assassin, and Acolyte.

Everyone has a part to play.

Some parts end rather badly.
Your guide to the beautifully suspicious.

KNOW WHERE YOUR LOYALTIES LIE

One court. Three agendas.

Meet the factions

YOUR FIRST NIGHT?

Start with a little court etiquette.

Learn the rhythm of the game, from a whispered plan to a public verdict.

Read the beginner's guide

THE FACES BEHIND THE ALIBIS

Every class has a secret.

27 classes. Three allegiances.
A different way to play every hand.

27 classes

Grouped by faction. The Ruler and Cult leadership lead their lists; other classes follow alphabetically.

The Innocents

14 classes
01

Public office

Ruler

Your office is public; your allegiance is private. Once from Day 2 onward, order a non-Ruler’s immediate execution to serve your actual faction.

Lead the room. Guard your allegiance.
02

Investigation

Archivist

Audit a publicly dead character to discover the class or classes responsible for the death.

Find the hand behind the death.
03

Protection

Cupbearer

Ward another player against recruitment and detect an arriving attempt.

Defend trust from conversion.
04

Killing

Duelist

Use True Strike from Night 2 with unlimited uses; normal protection can stop it, and Innocents can be killed too.

One blade. A reason to draw it.
05

Investigation

Eavesdropper

Follow a player to the destination of their visiting action.

Follow the person, test the story.
06

Investigation

Examiner

Examine whether another non-Ruler was Cult at the start of the night.

Make every question count.
07

Civic

Herald

Publicly authenticate your current class once. A later conversion can change your loyalty.

Give the court one public certainty.
08

Investigation

Lamplighter

Watch a room and learn which other visitors actually arrived.

Watch where stories meet.
09

Protection

Locksmith

Protect another player from all basic attacks and recruitment for one night.

Seal the right chamber.
10

Protection / control

The Magician

Twice during discussion, cast Hey Presto to exchange two living seats’ resolved targeting for the following night. Immediate conversations and personal preparations stay unchanged. The non-visiting spell fails if either chosen body is dead or jailed. Twice at night, place a Protection Ward on another player to stop one basic attack without curing poison.

Change the destination. Protect the voice.
11

Protection

Physician

Treat has unlimited uses: shield someone from one attack and cure Nightshade Poison each night. You cannot repeat the same target on consecutive nights; self-treatment is available once.

Keep useful voices alive.
12

Investigation

Seer

Commune anonymously with another player; their replies remain sealed until the next night if you survive as a Seer. Twice, receive a delayed revelation of a non-Ruler’s faction.

Speak tonight. Understand tomorrow.
13

Civic

Steward

Inspect a player’s locked commitment, even when their action was later blocked.

Inspect the commitment, not the alibi.
14

Protection / control

Warden

Imprison another player immediately, preventing their non-control action and all incoming visits, with an anonymous private interview. Detain has unlimited uses, but each body can be jailed only once per match.

Lock the door. Hear the story.

The Cult

3 classes

The Neutrals

10 classes
18

Client survival

Advocate

You and your fixed client must both survive until the actual ending.

Two lives. One contract.
19

Protection / survival

Alchemist

Be alive when the match ends. Treat has unlimited uses: shield one player from one attack and cure Nightshade Poison, with no consecutive target and one self-treatment. Twice, poison any other living player during discussion; one dose per day, fatal at the second following dawn unless treated.

Keep your options open. Keep yourself alive.
20

Independent killing · advanced

Ashkeeper

Survive until all Innocents die. Cult survivors may share your win.

Burn slowly. Outlast the Innocents.
21

Prediction

Bookmaker

Correctly predict a night death on two different nights, surviving each scoring batch.

Read the next casualty.
22

Contract objective

Claimant

While alive, get your assigned target executed. A different death activates survival instead.

Turn one name into a verdict.
23

Deception / espionage

The Diplomat

While alive, see both fixed target seats executed through guilty trials to secure a shared win. Forge one public Rumor each day, hidden from the impersonated player. Twice, use Court Whisperer at night to conceal your whisper traffic and intercept other whispers the following day.

Make the court write your verdict.
24

Execution objective

Martyr

Get executed by the court to end the match immediately. Both primary factions lose.

Make the court choose your ending.
25

Possession · advanced

Shade

Survive until every Innocent and Cult is dead. From Night 2, possess an unprotected non-Ruler and leave a forged husk, or wither a player with one basic attack.

Leave your body. Keep your secret.
26

Independent killing · advanced

Usurper

Survive until every Innocent and Cult is dead. Other Neutrals need not die.

Leave neither faction standing.
27

Survival

Wayfarer

Be alive when the match ends. A barricade can stop night attacks, not execution.

Live to see the ending.

ENOUGH THEORY. TIME FOR AN ALIBI.

Your seat is waiting.

Put your knowledge to the test in Seat of Deceit.

Enter the court