Party games
Mask Council
Keep two influences and outlast 2–6 players through claims, challenges and counters.
Share a room code and play with friends.
Party games
Keep two influences and outlast 2–6 players through claims, challenges and counters.
Share a room code and play with friends.
Rooms expire 24 hours after the last action. Refresh to reconnect; leaving ends the current game.
A player left. This game has ended.
Base five-identity room, no expansion. Treasurer takes 3 and blocks Aid. Blade pays 3 for a Strike. Collector takes up to 2 from a rival and blocks Take. Envoy draws 2, keeps the original number of hidden influences from the combined pool and shuffles the other 2 back; also blocks Take. Guardian blocks a Strike against itself. Three of each identity, 15 cards. Random starter, two hidden cards and two coins each; in two-player games the starter gets one coin. Income +1 is safe. Aid +2 can be blocked. Overthrow costs 7 and cannot be blocked. At 10+ coins an Overthrow is mandatory. Bluff identities freely; any survivor may challenge an action or counterclaim. Prove a matching hidden identity, shuffle it back and replace it: challenger loses an influence. Concede or fail: claimant loses one. Exposed action refunds its fee; successful counter does not. A failed challenge or false protection against Strike can cost two influences. Choose each lost card to reveal; losing both eliminates and returns coins. Last survivor wins. Web treasury contains 50 coins, taking only what remains if short. Explicit response windows and original names, art and code.
Rooms expire 24 hours after the last action. Refresh to reconnect; leaving ends the current game.
Original rules ↗