Watchers win
Complete 3 successful missions.
A game of discernment, trust, mission and unity.
Gather your team, vote on missions, and uncover hidden Deceivers.



Choose your player count to explore the factions and all five mission teams. Add one Host.
Every player receives a secret role. Watchers seek three successful missions. Deceivers seek three failed missions—or the collapse of Unity.
Complete 3 successful missions.
Cause 3 failed missions, or reduce Unity to 0.
| Players | Watchers | Deceivers | Recommended roles |
|---|---|---|---|
| 6 | 4 | 2 | Pastor, Watchman, 2 Faithful · False Teacher, Deceiver |
| 7 | 4 | 3 | Pastor, Watchman, 2 Faithful · False Teacher, Sower, Deceiver |
| 8 | 5 | 3 | Pastor, Watchman, Intercessor, 2 Faithful · False Teacher, Sower, Disguiser |
| 9 | 6 | 3 | 8-player Watchers + Encourager |
| 10 | 6 | 4 | 9-player roles + Deceiver |
| 11 | 7 | 4 | 10-player roles + Faithful |
| 12 | 7 | 5 | 11-player roles + Deceiver |
| Players | M1 | M2 | M3 | M4 | M5 |
|---|---|---|---|---|---|
| 6 | 2 | 3 | 4 | 3 | 4 |
| 7 | 2 | 3 | 3 | 4 | 4 |
| 8–10 | 3 | 4 | 4 | 5 | 5 |
| 11–12 | 4 | 5 | 5 | 6 | 6 |

Protect one player nightly from the False Teacher; not the same player twice in a row.

Investigate one player nightly. Receive Safe or Suspicious after all effects resolve.

Once per game, make the same mission team resubmit. The second result replaces the first.

Give one public Faith token nightly; not to the same player consecutively.

No night power. Discern through discussion, voting, teams, and mission results.

Choose one player nightly; their investigation result reverses unless protected.

Once per game, after team approval and before the mission, secretly reduce Unity by 1.

First investigation shows Safe; later ones show Suspicious. Interference may reverse it.
First night: Deceivers identify one another. Then Pastor protects, False Teacher interferes, Watchman investigates, and—if advanced—Encourager gives a token.
The Leader selects the exact number of players and may include themself.
Everyone votes simultaneously. More than half must approve; a tie fails.
Unity −1. Pass the Leader clockwise and re-propose the same mission. Do not repeat Night.
Watchers must play Faithful. Deceivers may play Faithful or Sabotage. The Host shuffles.
Record success or failure, check victory, discuss for up to 3 minutes, then pass the Leader.
Unity represents willingness to continue the mission—not anyone's real faith, character, or spirituality.
After a first core game, reveal 3 shared Scripture cards. Spend 1 Faith token to use a card; no more than one per mission.
| Card | Timing | Effect |
|---|---|---|
| Test Everything | After investigation | Recheck the result with every role effect applied. |
| Speak Truth | Start of discussion | Each player speaks 15 seconds uninterrupted. |
| Pursue Unity | During discussion | Restore 1 Unity, maximum 6. |
| Ask for Wisdom | Before team vote | Leader swaps one nominee; team size stays the same. |
| Quick to Hear | Start of discussion | Add 1 minute; each player speaks once. |
| Walk in the Light | After result | Host reports 0, 1, or 2+ Sabotage. |
Concealment belongs only to agreed fictional role-play. Reveal all roles afterward and never carry suspicion into real relationships.
No. Light & Mist has no killing, execution, or player elimination.
No. They support discussion and game decisions; they do not represent magic, miracles, or spiritual maturity.
8 players + 1 Host: Pastor, Watchman, Intercessor, 2 Faithful vs. False Teacher, Sower of Division, and Disguiser. No advanced module.
Download the game rules and cards to print and play.