DEVELOPMENT / PLAYTEST EDITION

Light &
Mist

A game of discernment, trust, mission and unity.
Gather your team, vote on missions, and uncover hidden Deceivers.

6–12 players + 1 Host30–45 minutesAges 10+
WatchmanPastorDisguiser
EXPLORE THE GAME

Your mission starts here

Choose your player count to explore the factions and all five mission teams. Add one Host.

CORE GAME

One mission. Two hidden factions.

Every player receives a secret role. Watchers seek three successful missions. Deceivers seek three failed missions—or the collapse of Unity.

Watchers win

Complete 3 successful missions.

Deceivers win

Cause 3 failed missions, or reduce Unity to 0.

Setup

  1. Select roles for the player count and deal one secretly to each player.
  2. Set Unity to 6 and randomly choose the first Leader.
  3. Place mission cards and the board by the Host.
  4. The Host begins the first Night phase.
First game: do not use Scripture cards, Faith tokens, Seeker, or Doubter.
PLAYER SETUP

Roles and mission teams

PlayersWatchersDeceiversRecommended roles
642Pastor, Watchman, 2 Faithful · False Teacher, Deceiver
743Pastor, Watchman, 2 Faithful · False Teacher, Sower, Deceiver
853Pastor, Watchman, Intercessor, 2 Faithful · False Teacher, Sower, Disguiser
9638-player Watchers + Encourager
10649-player roles + Deceiver
117410-player roles + Faithful
127511-player roles + Deceiver

Mission team sizes

PlayersM1M2M3M4M5
623434
723344
8–1034455
11–1245566
PLAYABLE ROLES

Meet the factions

Pastor
WATCHER

Pastor

Explore ability

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

Watchman
WATCHER

Watchman

Explore ability

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

Intercessor
WATCHER

Intercessor

Explore ability

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

Encourager
WATCHER · ADVANCED

Encourager

Explore ability

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

Faithful
WATCHER

Faithful

Explore ability

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

False Teacher
DECEIVER

False Teacher

Explore ability

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

Sower of Division
DECEIVER

Sower of Division

Explore ability

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

Disguiser
DECEIVER

Disguiser

Explore ability

First investigation shows Safe; later ones show Suspicious. Interference may reverse it.

Ordinary Deceiver: no night power; may submit Faithful or Sabotage. Seeker and Doubter are not playable in the current edition.
EACH MISSION

Game flow

Night

First night: Deceivers identify one another. Then Pastor protects, False Teacher interferes, Watchman investigates, and—if advanced—Encourager gives a token.

Nominate

The Leader selects the exact number of players and may include themself.

Vote

Everyone votes simultaneously. More than half must approve; a tie fails.

If rejected

Unity −1. Pass the Leader clockwise and re-propose the same mission. Do not repeat Night.

Mission

Watchers must play Faithful. Deceivers may play Faithful or Sabotage. The Host shuffles.

Result

Record success or failure, check victory, discuss for up to 3 minutes, then pass the Leader.

Failure threshold: Missions 1, 2, 3, and 5 fail with 1 Sabotage. Mission 4 fails with 1 in a 6-player game, but requires 2 Sabotage cards with 7–12 players. The core game reveals only success or failure.
UNITY

Unity starts at 6

Unity decreases only when

  • A proposed team is rejected: −1
  • The Sower of Division uses the ability: −1

Unity does not decrease for

  • A failed mission
  • Suspicion, investigation, or disagreement

Unity represents willingness to continue the mission—not anyone's real faith, character, or spirituality.

ADVANCED MODULE

Scripture cards & Faith tokens

After a first core game, reveal 3 shared Scripture cards. Spend 1 Faith token to use a card; no more than one per mission.

CardTimingEffect
Test EverythingAfter investigationRecheck the result with every role effect applied.
Speak TruthStart of discussionEach player speaks 15 seconds uninterrupted.
Pursue UnityDuring discussionRestore 1 Unity, maximum 6.
Ask for WisdomBefore team voteLeader swaps one nominee; team size stays the same.
Quick to HearStart of discussionAdd 1 minute; each player speaks once.
Walk in the LightAfter resultHost reports 0, 1, or 2+ Sabotage.
HOST GUIDE

Run each mission in order

  1. Resolve Night actions.
  2. Leader nominates the correct team size.
  3. Everyone votes simultaneously.
  4. If rejected: Unity −1, change Leader, re-propose.
  5. If approved: collect secret mission cards.
  1. Shuffle and announce success or failure.
  2. Allow the Intercessor timing.
  3. Record the final result and check victory.
  4. Discuss for up to 3 minutes.
  5. Pass Leader and begin the next Night.
Investigation order: Pastor protection → False Teacher interference → Disguiser effect → Watchman receives result.
COMMUNITY PROMISE

Questions & boundaries

Does the game encourage lying?

Concealment belongs only to agreed fictional role-play. Reveal all roles afterward and never carry suspicion into real relationships.

Are players eliminated?

No. Light & Mist has no killing, execution, or player elimination.

Are Scripture cards spiritual powers?

No. They support discussion and game decisions; they do not represent magic, miracles, or spiritual maturity.

Recommended first playtest?

8 players + 1 Host: Pastor, Watchman, Intercessor, 2 Faithful vs. False Teacher, Sower of Division, and Disguiser. No advanced module.

PRINT & PLAY

Download Print & Play

Download the game rules and cards to print and play.