Pick a game to read its roles, win conditions, and how a round flows. Feint runs the structure; these pages explain what's happening.
Knights of Arthur take on three quests, but Mordred's minions have slipped into the ranks to sabotage them. Merlin secretly knows who the minions are and has to steer good without tipping his hand, because if the Assassin fingers him at the end, evil wins anyway.
A town of Good players hunts down the Demon and executes it before Evil whittles them down to a takeover. Here's the twist that gives the game its reputation: when you die you keep talking, and you keep one ghost vote.
In a corrupt future city-state, you hold two character cards face down and lie through your teeth about which ones they are. Claim whoever you need to steal coins, assassinate rivals, and grab power. Outlast everyone else and you win.
Each night a small Mafia, who all know each other, quietly picks off one Townsperson. Each day the rest of the table, who know nothing, argue over who's guilty and vote to lynch a suspect. It runs until one side is wiped out, with a moderator keeping the night phases honest.
One night, one day, one vote, and the whole thing wraps in about ten minutes. Roles get shuffled around while everyone's eyes are shut, so the card you started with may not be the one you finish on. Nobody dies until the table points all at once to nail a werewolf.
1930s Germany, and a Liberal majority is racing to pass 5 Liberal policies or put a bullet in Hitler. Hidden among them, a Fascist minority works to stack the board with their own policies or slip Hitler into the Chancellorship before anyone catches on.
Everyone at the table shares the same secret location and a role there. Everyone, that is, except the Spy, who hasn't a clue where they are. The rest fire pointed questions to flush out the Spy without ever saying the location aloud, while the Spy bluffs along and tries to figure out where the heck everyone is.
Everyone at the table knows the secret word except the Chameleon, who has to fake a clue convincing enough to pass while the group tries to sniff them out.
A Resistance cell needs 3 clean missions to bring down a corrupt regime, but Imperial Spies have wormed their way into the ranks. The Spies win by sabotaging missions or jamming the group up until it falls apart on its own.
Fifteen players, no human host, just software running the show. The Town works to identify and lynch the Mafia and Neutral Killers, while evil factions and lone-wolf neutrals chase their own goals through nights, days, and a formal trial system.
Each night a handful of werewolves, who know exactly who they are, quietly tear one villager apart. By day the villagers, who know nothing, argue it out and try to lynch a wolf. A narrator runs the night-and-day cycle and calls the abilities.