Official Manual: Version 1.0
A card game of survival and betrayal. 2–20 players, or as many as you can fit around a table. Burn cards from your Candle to play, fend off ghosts and Possession, and be the last flame standing to win.
You are in the dark, part of a ritual you did not choose. Someone drew the circle and gave you each a candle. There is no leaving until only one flame is left flickering. Around you, others hold their own candles, strangers or allies, you cannot yet say.
This candle is your heartbeat. As long as it flickers, you are safe. But every card you burn brings you one step closer to being Consumed by the Darkness. When the wick goes out, death follows.
However, the dark isn't the only danger. If you let too many ghosts of the same kind gather, too many of one shade, you won't just die; you will lose your mind to the Possession.
Do not trust your neighbours. They are not your friends. They will shove the ghosts into your shadow to keep their own flame burning.
"You don't have to be the brightest light in the room. You just have to be the last one burning."Ratio: 1 Standard Deck (54 cards) for every 2 players.
The Shuffle: Shuffle all decks together to create one massive pool.
Before the game begins, every player must accept a curse. Each player is offered 3 random classes and chooses one.
Classes Available in the Darkness.
Agree before play how an empty Candle (no cards left to burn) is handled. These two variants apply to both physical and digital play:
In the digital version, you choose Standard ritual or Dark ritual when starting a match (after class selection).
Who plays when: In a 2–5 player game, one person takes a turn at a time (clockwise). In a 6–8 player game, two people play at once; in a 9+ player game, three or more play at once. Each concurrent group does Burn, Draw, One Action, and Discard in parallel; then the round advances clockwise. For which player numbers act together (6–20 players), see the Concurrent Flames table at the end of the manual. The diagrams below show where each player sits and which seats start the round (❄️ starter, 🔥 concurrent starters).
Shadow layout (3+ players): In games with three or more players, each player’s Shadow is shown split: ghosts on the left are from your left neighbour (who Haunted you from that side), and ghosts on the right are from your right neighbour. This lets you see at a glance who Haunted which ghost; especially useful for classes like The Sealbinder (whose Haunted ghosts cannot be moved or Recalled) or The Clown (whose Haunted ghosts can only be Banished by Face or Cleanse). In a 2‑player game there is only one opponent, so the Shadow is a single zone.
Look at your Shadow. For each ghost in your Shadow, burn 1 card from the top of your Candle (place it face up on top of The Dark).
Draw 1 card from the top of your Candle into your hand.
Perform exactly one of the following actions:
Choose a neighbour. Play a number card (A–10) from your hand into their Shadow, or a face card (J, Q, K) if you are The Warlock (counts as strength 10). That card becomes a ghost there; they will Burn one card per ghost (to The Dark) at the start of their next turn.
Play a card from your hand onto one ghost in your Shadow. Your card must have equal or higher value than the ghost; on a tie, suit tier breaks it: Spades ♠ > Hearts ♥ > Clubs ♣ > Diamonds ♦. The ghost is destroyed (to The Dark, or to the bottom of your Candle if you Siphon).
Discard a card to The Dark to use its effect (see The Grimoire). Number cards (A–10) have special effects (often choosing a neighbour); face cards (J, Q, K) and Jokers have unique powers.
Shuffle your entire hand back into your Candle, then draw 3 new cards to your hand.
Discard a matching pair from your hand to the top of The Dark (two cards of the same rank). Take the bottom 4 cards of The Dark and add them to the bottom of your Candle.
Reveal the top card of your Candle (you do not look first). Compare it to the ghost: higher or equal = success (ghost destroyed); lower = failure (the ghost stays and the revealed card goes to The Dark). Face cards (J, Q, K) count as 0.
Discard down to your hand limit (usually 5 cards).
Candle check: If your Candle is empty, you are Consumed by the Darkness and are eliminated.
Possession check: If you have 3 or more ghosts of the same suit in your Shadow, you are Possessed and lose immediately.
Note: At the start of your turn (The Haunting), you burn one card per ghost before you draw. If your Candle is empty when you must burn, you are Consumed then. If your Candle becomes empty during your turn, see FAQ for the optional ruling.
Card art shown is ♠ Spades only. Effects are the same for all suits.
| Card | Rank | Name | Effect |
|---|---|---|---|
![]() | A | SIGHT | Choose a neighbour; reveal their hand to you (The Watcher: both neighbours). |
![]() | 2 | GREED | Draw 2 cards to your hand. |
![]() | 3 | SCARE | Choose a neighbour. They shuffle their hand and blindly discard 1 card to The Dark (The Sadist: 2 cards to The Dark; you pick which). |
![]() | 4 | DRAIN | Choose a neighbour. Take the top card of their Candle and put it on top of your Candle. |
![]() | 5 | SALT | Reaction: Cancel an action targeting you; your Salt and their card go to The Dark (see Salt section below). |
![]() | 6 | CLAIM | Choose a neighbour. Take 1 random card from their hand and add it to your hand. |
![]() | 7 | CLEANSE | Destroy 1 ghost from your Shadow (to the top of The Dark, or to the bottom of your Candle if Siphon (rank or suit match); ♠ cannot be Siphoned). |
![]() | 8 | RECALL | Take a ghost from any Shadow and add it to your hand. |
![]() | 9 | POSSESS | Move a ghost from your Shadow to a neighbour's Shadow (The Occultist: any player's Shadow). |
![]() | 10 | REKINDLE | Take the top 3 cards from The Dark and put them on top of your Candle. |
![]() | J | MIRROR | Choose a neighbour and swap your Shadow with their Shadow. |
![]() | Q | MEDIUM | Choose: take 1 card from The Dark to your hand, OR take the top 2 cards from The Dark and put them on top of your Candle. |
![]() | K | PURGE | Banish all ghosts in your Shadow (to the top of The Dark; Siphon if rank matches and not Spades; Siphoned Ghost to bottom of your Candle). |
![]() ![]() ![]() ![]() | JOKER | BOO! | Each other player Burns from the top of their Candle until they reveal a number card (burned cards go to the top of The Dark; the number card becomes a ghost in their Shadow). |
Compact list for quick lookup.
| Rank | Name | Effect |
|---|---|---|
| A | Sight | Choose a neighbour; reveal their hand (Watcher: both). |
| 2 | Greed | Draw 2 to your hand. |
| 3 | Scare | Choose a neighbour; they shuffle hand, discard 1 to The Dark (Sadist: 2 to The Dark). |
| 4 | Drain | Choose a neighbour; take top of their Candle, put on top of yours. |
| 5 | Salt | Reaction: cancel action targeting you (both to The Dark). |
| 6 | Claim | Choose a neighbour; take 1 random from their hand and add to yours. |
| 7 | Cleanse | Destroy 1 Ghost (to The Dark or Siphon to your Candle). |
| 8 | Recall | Take a Ghost from any Shadow to your hand. |
| 9 | Possess | Move a Ghost from your Shadow to a neighbour's Shadow. |
| 10 | Rekindle | Top 3 from The Dark → top of your Candle. |
| J | Mirror | Choose a neighbour and swap your Shadow with their Shadow. |
| Q | Medium | 1 from Dark to hand, OR top 2 from Dark → top of your Candle. |
| K | Purge | Banish all Ghosts in your Shadow (to The Dark / Siphon). |
| ★ | BOO! | Others Burn until number (to The Dark); number → Ghost in their Shadow. |
When in doubt: Use your best judgement in a way that favours the worst-case scenario (e.g. rule against the player who could gain, or in favour of the defender).
Siphon is one of the rules: when you remove a Ghost from your Shadow in the right way, you can Heal: put that Ghost on the bottom of your Candle instead of sending it to The Dark. You get a card back; your Candle lasts longer.
When 6 or more players are in the game, the players listed below take their turns at the same time (each does Burn, Draw, One Action, Discard in parallel). After they finish, the round advances clockwise to the next group. In the digital version, the game adjusts when players leave the circle (elimination), so the active group may differ from this starting layout.
| Players | Concurrent flames (act simultaneously) |
|---|---|
| 6 | P1, P4 |
| 7 | P1, P4, P7 |
| 8 | P1, P4, P7 |
| 9 | P1, P4, P7 |
| 10 | P1, P4, P7, P10 |
| 11 | P1, P4, P7, P10 |
| 12 | P1, P4, P7, P10 |
| 13 | P1, P4, P7, P10, P13 |
| 14 | P1, P4, P7, P10, P13 |
| 15 | P1, P4, P7, P10, P13 |
| 16 | P1, P4, P7, P10, P13, P16 |
| 17 | P1, P4, P7, P10, P13, P16 |
| 18 | P1, P4, P7, P10, P13, P16 |
| 19 | P1, P4, P7, P10, P13, P16, P19 |
| 20 | P1, P4, P7, P10, P13, P16, P19 |
| 21 | P1, P4, P7, P10, P13, P16, P19 |
| 22 | P1, P4, P7, P10, P13, P16, P19, P22 |