What gathers here
A secret order convenes at midnight to complete a forbidden ritual. Most are true believers, devoted to the summoning. But Heretics move among them — smiling, nodding, and quietly poisoning every step. Somewhere at the table, the Townsfolk watch it all, unable to tell the faithful from the frauds.
Accuse. Vote. Lynch. And pray that whatever you summon tonight isn't in the mood for public executions.
The three factions
Nobody announces their allegiance. You piece together who's who — one accusation at a time.
True believers. They want the ritual completed and a Cultist standing at the altar when the god arrives. The Custodian among them can shield the ritual from disruption — once.
Hidden among the faithful. They want the ritual to complete — but with a Heretic holding the altar when it does. The Defiler carries a vote worth two — deployed at precisely the right moment in the final round.
They don't know who worships what. Their only tool is suspicion — steer enough wrong components toward the altar and fill the Disruption track before the believers finish their ritual.
The round loop
The High Priest role passes clockwise. The table votes to confirm. Rejected nominees add Chaos — enough chaos and a random card resolves.
The High Priest picks two players to participate. Who they choose — and why — is the first lie of the round.
Chosen players draw two component cards, secretly discard one, and pass one face-down to the High Priest.
The High Priest privately reviews all submissions, picks one, and reveals it. Then comes the lie: "It was the only required component anyone gave me." Nobody can verify the pool.
Required components advance Devotion. Everything else advances Disruption. Tracker triggers fire lynchings and jailings. Power roles activate. The cycle continues.
"It was the only required component anyone gave me."
The High Priest's eternal alibi
Every session
Before play begins, one Quirk card and one Judgment card are drawn. Together they name the god and define its demands. The Quirk sets the rule it imposes on the congregation. The Judgment determines how it reacts.
Ten Quirks, eleven Judgments. Every pairing creates a different dynamic — a different thing to play around, argue about, and blame when it all goes wrong.
Before the confirmation vote, the player to the nominee's left must immediately propose an alternative. The table votes between two candidates.
At the end of each round, if Disruption exceeds Devotion, the Chaos counter advances by 1.
Contents
The ritual begins when everyone sits down. Who you trust, what you submit, and how convincingly you lie — that's the game. The god just watches.