Claim the role and risk losing it, or take the safe scrap — every round, twelve times over.
Everyone holds the same twelve role cards, picks five, and reveals them in order. Claim a role and you get the strong action — unless a later player claims it too, in which case you must decide: take the weaker favour now, or hold out and risk losing it entirely. Collect ingredients, brew potions, score.
Who it's for
Groups who enjoy bluffing and second-guessing each other more than optimising an engine. Five players is where it sings.
Not for you if…
You hate having a good play stolen by someone sitting later in the order — that happens constantly by design. At three players the bluffing thins out a lot, and the fantasy theme is entirely cosmetic.
Vibe's take
Nerve-wracking in the best way: a table of people trying to read each other's faces, and audible groans when someone calls your bluff two seats later.
older than 82% of games
collected more than 52% of games
Best with 5 · publisher: 9+
longer than 62% of games · typical 30–90 min
One warm-up round · 1.9 out of 5 · lighter than 59%
Most people rate it similarly
A few terms, easy to look up