Reference
Glossary
Definitions for terms used across the moderator and online rules.
Game Flow
- Dawn
- The transition from night to day: night feedback and death reveals are shown before discussion begins.
- Day Phase
- The discussion, nomination, and trial period. Players talk freely, nominate suspects, and vote on lynchings.
- Discussion Timer
- The day-phase countdown. Online, it keeps running through trials and resumes on acquittals; if it expires during a trial, the game skips to night with no vote.
- Dusk
- The transition from day to night: the lynch result is shown, followed by any cascade deaths.
- Ghost Prediction
- Dead players guessing which faction will win, made during the game. Online only.
- Introduction
- An optional Day 1 phase before the first night, configurable per game. Moderator mode: each alive player gets 20 seconds to introduce themselves in random order. Online mode: a short open day chat for everyone before Night 1 begins.
- Lynch
- A daytime execution carried out after a guilty trial verdict. The lynched player dies and the game moves to night.
- Night Phase
- The phase where roles take their secret actions. In moderator mode, the moderator calls roles in wake order. Online, all players pick their targets independently at night.
- Nomination
- Putting an alive player up for trial during the day. If the nomination stands, the accused defends themselves and the town votes on a lynch.
- Skip Day
- End the day without a lynch and move straight to night. Online: a majority of active alive players vote to skip. Moderator: the moderator decides.
- Trial
- The period after a nomination passes, where the accused defends themselves before the town votes guilty, innocent, or abstain.
- Verdict
- Guilty / innocent / abstain vote cast during a trial. A guilty majority results in a lynch; otherwise the day continues.
Roles & Teams
- Cascade
- Chain deaths triggered when a cult leader dies. All converted cultists die with them (configurable per game).
- Conversion
- The cult leader recruiting a player at night. Converted players lose their previous role, become a Cultist, and join the cult night chat.
- Corruption
- A Witch effect that returns false info to investigators (Cop, Watcher, Inquisitor, Consigliere) when the Witch corrupts their target.
- Counter-role
- A role that mirrors another's flavor for online ambiguity (e.g. Warden / Kidnapper, Mafioso / Vigilante share feedback flavors).
- Faction
- Your win bucket: Town, Mafia, Neutral, or Cult. All members of the winning faction share the victory.
- Mason Group
- Masons (and the Infiltrator) wake together at night to see who else is on their team. They don't have a night action - the wake-up is the action.
- Mayor Reveal
- The Mayor publicly reveals their role during the day. After revealing, their vote weight increases and their name turns town-green on every screen.
- Role Reveal
- The start-of-game ceremony where each player learns their assigned role privately - either by passing the moderator's phone, or on their own device in Online mode.
- Silenced
- A player who cannot speak that day, marked with a badge. Caused by the Blackmailer at night.
- Wake Order
- The fixed sequence the moderator calls roles at night. Teams (Mafia, Cult, Masons) wake together; everyone else wakes individually.
Win Conditions
- Co-winner
- A role that wins alongside the main faction by fulfilling its own goal: Witch (when Town loses), Jester (when lynched), Executioner (target lynched), Survivor (still alive).
- Dominance
- A faction wins when it's the only faction remaining with the ability to kill - all opposing killers are eliminated.
- Parity
- A faction reaches a numerical threshold (Mafia equal to Town, or Cult outnumbers everyone else) for an early win. Only applies when no Neutral Killers are alive.
- Stalemate
- Online mode only. If three consecutive nights pass with no deaths or conversions, the game ends and the faction with the most members wins.
- Win Priority
- The tiebreaker order when only two players remain alive. The player with the higher priority wins; if both are zero, the game is a draw.
Targeting & Actions
- Action Priority
- The order night actions resolve in: roleblocks first, then protections, then kills, then investigations. Determines which actions cancel which.
- Jail
- The Warden or Kidnapper holding a player for the night - they can't act, can't be killed, and can't be visited. Both jailer and prisoner are immune to other night actions. Online, the two share an anonymous night chat.
- Roleblock
- Preventing a player from acting that night. Caused by Escort or Seducer; the blocked role's action is silently dropped.
- Visit
- Any night action that targets another player counts as a visit. Watcher uses visit info; framing and tracking effects revolve around who visited whom.
- Wake-only Night
- Moderator mode only. A night where a role observes but cannot act - used for Mafia on Night 1, where teammates see each other but no kill happens. The Cop can also be set to skip Night 1 (configurable). Online mode treats Night 1 as a full action night for everyone.
Modes
- Disconnect Timeout
- Online only. If a player loses connection mid-game they have 60 seconds to reconnect; otherwise they are auto-eliminated and any pending night actions are skipped.
- Moderator Mode
- In-person play where one person runs the game from the app. Players don't use devices; the moderator calls roles and announces outcomes.
- Online Mode
- Play with people anywhere in the world from your own device. The app handles wake order, action resolution, and win checks, and provides team and trial chats with optional push-to-talk voice - no moderator needed.
- Private Game
- An online lobby joined by code or invite link only. The host has full control over the role pool and game settings, and can enable push-to-talk voice.
- Public Game
- An online lobby that anyone can browse and join from the game list. Public games have a fixed role pool and limited setting overrides.
- Push-to-Talk (PTT)
- Optional voice channel in private online games. Hold a button to speak; the server broadcasts your voice to the appropriate channel (day, trial, or team).
- Quickplay
- One-tap matchmaking that drops you straight into an available public game (or creates one if none exist).
- Team Chat
- Online team-only chat used by Mafia at night and by the Cult at night. Hidden from outsiders, lets teammates coordinate kills and conversions.
- Trial Chat
- Online chat during a trial, separate from main discussion. The accused defends themselves here while everyone else watches and casts a verdict.