How it plays
1 · Gather & join
Open the game on the TV to get a room code. Everyone else joins on their phone. Best with 4–10.
2 · Secret roles
One or two players are secretly Turncoats; everyone else is Loyal. Your role is private to your phone.
3 · The challenge
Each round the whole group gets the same challenge — but each Turncoat's phone shows a secret mission. Do the task and watch who behaves oddly.
4 · Burn & snuff
By day the group votes to burn a suspect. By night the Turncoats snuff a Loyal. Loyal win by burning every Turncoat; Turncoats win if they ever equal the Loyal.
What your house adds
Optional. The game plays fine with none of it — connect what you have.
Your lights
The TV cues your lights to match the game — dimming for night, a red pulse for a murder, white for the verdict.
New to this? Set up your house walks through Home Assistant, the light cues, evidence cards and the lock box. Already set up? Manage it under Your house.
Host settings
The host sets the rules in the lobby before starting. Every setting and what it means:
Setup
- Turncoats to start Default: auto (~1 per 6 players)
- How many hidden Turncoats are dealt when the game begins. Leave it on auto and it scales with the crowd as people join; tap to set a fixed number, and it stops auto-adjusting.
- Narrator voice Default: The Crown
- Who narrates the game — The Crown, Wraith, Herald, Seer, Host, Zealot, or Dowager. Purely flavour; each is a full voice set.
Champion powers
- Champion can win a Shield Default: on
- The Champion (winner of the individual skill contest) may secretly receive a Shield, which saves them from one night's snuff.
- Champion can win a Dagger Default: on
- The Champion may secretly receive a Dagger, which makes their vote count double on one banishment. If both Shield and Dagger are off, there is no Champion round at all.
- Powers shown to everyone Default: off
- When on, a granted Shield or Dagger is announced to the room instead of staying the holder's secret.
Pacing & recruitment
- The Court (social timer) Default: 90s
- A free-talk timer each round, between the challenge and the vote, for scheming, accusing, and forming alliances. Set it to off to move straight to the vote.
- Turncoat can recruit Default: on — needs 5+ players
- Once per game, a lone Turncoat may secretly turn one Loyal to their side. Below five players it stays off (a recruit in a tiny game is too lopsided).
- Passing the cloak Always on
- A Turncoat who has to leave the game may hand their cloak to a living Loyal on the way out. The heir learns at the next round's ready-up, just like a recruit, and nobody else is told. It replaces the leaver, so it never counts against the recruit limit. Leave without passing and the Turncoats are simply one short.
Turncoat rewards
How a Turncoat's scheming pays off. Each round Turncoats earn a hidden scheme score by completing secret objectives.
- Best Turncoat Default: on
- Reveal and crown the highest-scheming Turncoat on the end-game scorecard.
- Pot-cut by schemes Default: on
- If the Turncoats win, they split the pot weighted by how much each schemed (cutthroat) rather than evenly.
- Schemes unlock a power Default: off
- Hitting a scheme-score threshold grants a Turncoat a one-time power. The one pro-Turncoat lever — off by default to keep the game balanced toward the Loyal.