Take your seat
Join an eight-, twelve- or sixteen-seat court. Your private class card explains your current faction, objective and abilities; read it before choosing sides.
The Ruler’s office is public, but the Ruler’s allegiance is private. Most living classes remain concealed. Death normally reveals the current class and faction, but an abandoned Shade husk can display a forged class and faction in the advertised Shade Court.
- Use the game’s offline practice to try every class with scripted opponents before joining a live court.
- Acolyte practice starts after a simulated conversion; multiplayer does not assign it at the start.
A chosen name, fixed rules
Save one custom faction name in your account settings, using 2–40 supported characters, or leave it blank for the canonical defaults. The public Ruler names Innocents even if secretly Cult. The starting Mastermind names Cult; in eight-seat courts the Assassin does so. AI naming roles use the defaults.
Names are pinned when roles are assigned. Later account edits, deaths, recruitment, succession and Shade possession do not rewrite them. The Innocent name is public; the custom Cult name is visible only to non-Ruler Cult members until the ending. Other players, including a secret Cult Ruler, see canonical Cult. Neutral keeps its canonical name.
- Every custom label keeps its mechanical faction badge. A name never changes powers or victory conditions.
- Ordinary players do not receive the naming account or hidden preference map. A restricted administrator ledger preserves original ownership and audited changes for moderation.
Choose one night action
Select an available ability and an eligible target, or pass. Ordinary actions can be revised before the deadline; the latest accepted commitment locks when night closes. Detain and Commune instead commit immediately when their private session opens, and cannot then be changed or replaced by a pass.
You choose one night action even when your class has several powers. Charges, first-night gates, rest nights and target restrictions all matter. The live class card is the authority for what is available now.
- A locked limited-use ability normally spends its charge even if detention prevents it.
- Recruitment spends the faction’s conversion only when successful, but an attempted recruitment still requires a rest night.
- Single shields do not stack: two attacks can overcome one or several single shields. A full ward blocks all basic attacks.
Wait for the whole dawn
Dawn reveals casualties one at a time. Let the procession finish before drawing conclusions: private reports, conversions and objective progress are released after the final card.
Read the exact wording of reports. Visiting a room, committing an ability, holding a category and being Cult at the start of a night are different pieces of evidence.
- Record the night number, target and exact result.
- A visit alone does not identify a killer. An absence of a visit does not prove someone passed.
A private room is not proof of truth
The Warden can immediately commit Detain and open an anonymous night conversation with its prisoner. The prisoner cannot perform a non-control action, receive incoming visits or read or send new Cult chat that night. The jail also stops help, investigation, recruitment and possession; it is not an execution. Courts from v0.7 onward give Detain unlimited uses, but each public body can be successfully jailed only once across all Wardens. That immunity remains after release and possession; failed or rejected attempts do not create it.
The Seer chooses Commune or Revelation. Commune sends the anonymous Seer’s words immediately; replies are shown to that Seer as the same number of # characters until the next night starts. The target still sees its own words. The Seer must be alive and still an Innocent Seer at that release for the sealed replies to open.
Revelation is a one-use faction inquiry whose result arrives at the next night’s start if the Seer is alive and still Innocent Seer. It cannot bypass the Ruler’s sealed allegiance. Commune is unlimited but immediately committed; Revelation follows normal editable night-intent rules.
- One night power means one choice: starting a chat session is the action, not an extra free ability.
- Anonymous role labels conceal the visitor’s seat; player-written claims can still be false.
- A delayed reply or Revelation result sealed when the Seer died or was converted remains sealed to that player, including after the ending.
- Keep deception and interrogation inside the game: ask about claims, actions and votes, not personal information.
Build a case in discussion
Share evidence, compare claims and nominate a living player. More than half of all living players must nominate the same candidate. A stable majority starts a final five-second window, bounded by the original discussion deadline; the trial begins if the majority still holds when it closes.
Changing or withdrawing nominations can cancel that provisional close. A new majority candidate gets a new final window without extending the original deadline. If discussion ends without a majority, there is no trial and only a ten-second aftermath follows. Royal Hearing and Proclamation are used during discussion.
- Separate what you observed from what you infer.
- Claims may be deception, and recruitment may make earlier evidence outdated.
Defend, then decide
During the thirty-second defence, only the accused can speak in public chat. Royal Hearing extends this to fifty seconds. The other living players then act as jurors and choose Guilty, Spare or Abstain.
A ballot can be revised before the deadline unless you explicitly lock it. Locking is irreversible for that verdict. Once every juror has explicitly voted, or locked ballots make the outcome unavoidable, a final five-second window begins, capped by the original deadline. Unlocked ballots can still change during that window.
Execution requires more than half of all eligible living jurors to vote Guilty. The accused cannot vote; abstaining or not voting does not lower the required majority. Other ballots, locks and totals remain private until the published verdict; the countdown does not name its trigger. A nonterminal trial has a ten-second aftermath.
- The nomination and execution thresholds count different groups: all living players versus living jurors excluding the accused.
- Check for a possible Martyr before turning suspicion into execution.
Leave a useful record
Your saved journal is normally published when your body dies, so keep it useful: dates, targets, reports and the reasoning behind important choices. Shade possession is an exception: the abandoned husk publishes the Shade’s journal, while the displaced victim’s journal stays private.
Dead players cannot act or vote. They can speak in the dead channel while the remaining court continues, except during dawn when every chat channel is closed.
- Keep observed facts separate from suspicions so the court can use your record responsibly.
Read the shadows in Shade Court
This advertised sixteen-seat variant adds one Shade and one ordinary Neutral. From Night 2, the Shade may possess a living non-Ruler or use Wither for a basic attack. Possession replaces the person controlling the target body while leaving the Shade’s old body dead under a chosen class disguise other than Ruler or Shade.
The victim is eliminated even though their body remains at court. The Shade keeps only Shade powers and its own information. Account-name and per-seat AI-controller labels are concealed throughout active play so those labels cannot expose a transfer; the initial human and AI counts remain disclosed. The ending reveals the truth.
Do not assume every corpse label is authentic in this variant. The old husk publishes the Shade’s own saved journal. An Archivist can privately expose its true Shade / Neutral identity, but cannot name the destination. Dated visits and trails remain useful evidence.
- Any active single shield or full ward on the intended host prevents possession; detaining the Shade also stops the attempt.
- Ordinary attacks resolve first. If either the Shade or intended host dies in that batch, the transfer cannot succeed.
- Advocate and Claimant objectives follow their assigned player. Bookmaker forecasts instead follow the selected body: the abandoned husk dies, the occupied host body does not.
- A forged corpse is not individually flagged for the public. Treat the variant’s known possibility of forgery as a reason to investigate, not proof that a particular death was false.
Know what actually ends the match
Innocents win when an Innocent survives and no Cult member, Ashkeeper, Usurper or Shade survives. Cult wins when a Cult member survives, no Innocent survives and neither an Usurper nor a Shade survives. Voting parity alone is not an ending.
Executing the Martyr ends the match immediately and makes both primary factions lose. Other Neutral objectives are evaluated on their own terms; some can be secured earlier, while others require survival at the actual ending.
A court can also end at its final day, after three complete cycles without a public death, or when neither primary faction nor a hostile killer survives. Qualified Neutrals can still win when the primary factions draw.
Choose the scale of the intrigue
Eight-seat courts have one core Assassin, one Neutral and no recruitment. Cupbearer, Herald and Duelist are excluded. The Neutral is Wayfarer, Martyr or Advocate.
Twelve-seat courts add the Mastermind and conversion, with one Neutral from that same small-court pool. Some charge limits and ability opening nights differ from sixteen-seat play.
Sixteen-seat courts contain two distinct Neutral classes. Standard courts draw from Wayfarer, Martyr, Claimant, Advocate and Bookmaker. Ashkeeper Court, Usurper Court and Shade Court each replace one Neutral slot with that advertised independent killer. Shade Court always has exactly one Shade and one distinct class from the ordinary Standard Neutral pool.
- Role counts describe the starting profile; a privately Cult Ruler changes the actual faction balance.
- Check the generated court profiles and class limits below for current timing and charge values.
THE SIZE OF THE CONSPIRACY
Court sizes & variants
Room size changes the starting line-up, ability charges, and the time available to settle the court. Check the court selector on each class page for its exact ability reference.
| Court | Core Cult | Neutrals | Recruitment | Day cap |
|---|---|---|---|---|
| 8 seatsStandard | 1 | 1 | Disabled | Day 6 |
| 12 seatsStandard | 2 | 1 | Night 3+ | Day 7 |
| 16 seatsStandard | 2 | 2 | Night 2+ | Day 8 |
| 16 seatsAshkeeper | 2 | 2 | Night 2+ | Day 8 |
| 16 seatsUsurper | 2 | 2 | Night 2+ | Day 8 |
| 16 seatsShade | 2 | 2 | Night 2+ | Day 8 |
Core Cult counts exclude the Ruler's possible secret Cult allegiance.
A FIELD GUIDE THAT KEEPS UP
Written for the game you play.
Class descriptions, objectives, ability text, charge counts, court profiles, achievements and passive rewards are generated from the game's own rules. This reference refreshes automatically as the deployed game changes.
The playstyle notes are editorial advice: a starting point for your judgement at the table. Your private role panel and the current game state remain the authority during a match.
- Class names, descriptions, objectives, ability text, charge limits, court profiles, achievements and passive rewards are generated from the game engine. Strategy is editorial guidance.
- Charge limits describe a fresh role in each court size. Unlimited charges still obey night gates, cooldowns, target restrictions and the one-action-per-night rule.
- Reference values use anonymous example states, never live matches. Conditional abilities and assigned objectives depend on your actual match.
- The Ruler’s public office does not reveal their private allegiance. Acolyte is created by recruitment, never assigned at the start.
- Detain and Commune commit immediately when attempted; ordinary editable night intents still lock at the deadline. A jail isolates its prisoner from incoming visits and new Cult chat. Seer replies and Revelation evidence release at the next night only to a living Innocent Seer; death or conversion permanently seals unreleased evidence. Private sessions, recipients and message contents never enter this public reference.
- Shade Court can contain forged class and faction corpse records. Possession changes the body occupied by the Shade; an Archivist can expose an abandoned husk without revealing its destination. Match-specific hosts, disguises, private reports and participant mappings are never included in this reference.
Rules reference generated 26 Oct 2026 · Revision fbe10f89