Opening After Hours…
Opening After Hours…
Build a trusted team. Complete the mission. Keep the Oracle hidden.
Core includes an Oracle and a Hunter. Deception adds the Witness/Mimic pair. Advanced options add Veiled and Outcast. Role combinations must fit the group’s good and evil team sizes.
Privately read your role and any known names. Oracle sees evil except Veiled, including Outcast. Evil teammates see one another except Outcast, who knows nobody. Witness sees Oracle and Mimic without knowing which is which.
The rotating leader nominates exactly the required number of players. Discuss and vote in person, then record one shared Accept or Reject decision. A strict majority accepts; a tie rejects. Five consecutive rejections give evil victory.
Approved team members secretly support or sabotage. Good players must support; evil may choose either. Reveal only totals. One sabotage fails a mission, except mission four with seven or more players requires two.
Three failed missions give evil victory. After three successes, the Hunter gets one guess at the Oracle. A correct guess gives evil victory; otherwise good wins. Roles remain hidden until that guess is locked.
This is a team victory, without individual points. Leader rotates after rejected teams and completed missions. The rejection count resets after a team is approved. Optional roles replace ordinary roles without changing side totals.
A mission might succeed even with an evil player aboard: they can choose Support to build trust. Team approval is discussed and recorded openly; individual mission actions are never identified.
Player names and settings stay in this browser. Matches can recover after a refresh in the same tab, but closing it may clear progress. Private cards are protected from casual peeking, not from someone inspecting the device’s storage.