Receive a Secret Role
Each player privately checks a Role card. Deceivers know one another; everyone else begins with limited information.
Deceivers have entered the city church. The Watchers must test every clue, preserve unity, and complete three missions before suspicion overwhelms the fellowship.
Use limited information to discern truth, protect unity, and complete your shared missions.
Each player privately checks a Role card. Deceivers know one another; everyone else begins with limited information.
The Leader nominates a team and everyone votes. Selected players secretly submit Faithful or Sabotage cards.
Night roles use their abilities. During the day, discuss the evidence. The first side to claim three missions wins.
Begin with the basic roles. Add neutral characters and advanced abilities after your group learns the core game.

Protect one player each night from one negative night effect. You may not protect the same player on consecutive nights.

Investigate one player each night. The Host answers “Safe” or “Suspicious.” The Disguiser appears safe the first time.

Once per game, after a mission result is revealed, require the same team to submit mission cards again.

Give one Faith token to a player each night. Tokens are public, but they do not prove allegiance.

You have no night ability. Use discussion, voting, and mission records to identify the Deceivers.

Choose one player each night. If that player is investigated tonight, the Host gives the opposite result.

Twice per game, after a team vote, secretly reduce Unity by 1.

The first time the Watchman investigates you, you appear Safe. Later investigations show Suspicious.

If you hold two Faith tokens when the game ends, you win with the Watchers. Otherwise, you lose alone.

Before Round 3 ends, publicly identify one Deceiver. If correct, win alone. If wrong, lose your next vote.
The Host wakes the Deceivers, Pastor, False Teacher, Watchman, and Encourager in order.
The Leader nominates players. Everyone openly votes to accept or reject the team.
Watchers must play Faithful. Deceivers may play either card. Shuffle before revealing.
Discuss for up to three minutes. Never reveal who played an individual mission card.
Begin at 6 Unity. At 0, the Deceivers immediately win.
The Host keeps time, collects cards, announces results, and protects hidden information.
“Night falls and the city grows quiet. Everyone, close your eyes.”
“Deceivers, open your eyes and identify one another… close your eyes.”
“Pastor, choose one player to protect… Watchman, choose one player to investigate.”
“Morning has come. The Leader will now nominate a mission team.”
All concealment belongs only to mutually agreed fictional role-play. Reveal every role and debrief after the game. Do not carry suspicion into real relationships.
Quiet Review temporarily pauses one ability while players continue observing and discussing. This better fits the faith-centered theme and younger groups.
Add them after everyone understands the core rules. They pair real Scripture with game situations; Scripture is never presented as magic.
For ages 10-12, remove the False Teacher and neutral roles, use 6-8 players, and choose an adult Host.
Ask what built or damaged trust, and how a church can test teaching while preserving love and unity.
Choose a printable download or a professionally produced physical game.
Choose either the English or Traditional Chinese edition. Each version includes role cards, Scripture cards, tokens, the game board, and quick rules.
US$9.99
A complete printed card set produced and shipped through The Game Crafter. Final contents and pricing will be announced soon.
Coming Soon