THE FIRST RULE
Never show your screen to another player.
Never look at another player’s screen.
Players may claim anything out loud, but no player may prove their role, message, vote, power, or private information by showing a screen.
The game only works if private information stays private.
THE GAME
Among the players are the Deceivers.
Most players are Innocent.
The Innocents must discover and eliminate the Deceivers before it is too late.
The Deceivers must blend in, survive suspicion, and turn the table against the Innocents.
Each round, players discuss, accuse, defend, lie, and vote.
CHALLENGES AND SHIELDS
Some rounds may include a challenge.
A challenge may award protection.
A protected player cannot be voted out during the next vote.
Protection can change the table.
A player who looks safe may become powerful.
A player who wins protection may become dangerous.
RECRUITMENT
The game may change.
Under certain conditions, a player may be recruited and become a Deceiver.
Trust what you know.
Question what you think you know.
ALLIANCES
Alliances can help you survive.
They can also destroy you.
Players may form alliances to share suspicion, protect each other, and control votes.
But an alliance can become dangerous, even if some of its members are Innocent.
Sometimes the biggest threat at the table is not who is lying.
Sometimes it is who everyone is following.
You may vote out a powerful alliance, a dangerous leader, or even a player you believe is Innocent if keeping them gives someone else too much control.
Trust is useful.
Blind loyalty is not.
THE END
The game continues until the table reaches its ending.
In smaller games, the game ends when only two players remain.
If a Deceiver survives to the end, the Deceivers win.
If the Innocents eliminate all of the Deceivers by the end of the game, the Innocents win.
At the end, the truth is revealed.