Classes in the random draw: 2 players = 25; 3 players = 31; 4+ = all 34. At the table you can play with more than 8 in one circle if you wish; from 9+ we recommend splitting - see Large groups & Final Ritual.
CHOOSE CLASS
The Witness cannot win. If only two players remain and one is The Witness, both lose.
DECIDE TURN ORDER
Who won the tiebreaker at the table (e.g. last to light a candle)? They choose whether to go first or last in turn order and class selection.
Online: agree at the table, then select the winner and their choice - or use Random.
THE MEDIUM'S TRANCE
Search The Dark. Take 2 cards of your choice to your hand (not Jokers).
REPRIEVE (Ace)
Play at the start of your turn to skip the Haunting phase. Then Draw and perform the Ritual as normal.
Play your Ace now to skip Burning?
SIGHT REVEALED
PASS THE DEVICE
Pass the device to the player. They should click when ready.
SALT REACTION
Interrupt?
THE MIME
Discard 1 card to redirect this Haunt to your other neighbour?
THE CRYPTKEEPER
Use a Wall to block this Haunt? (Wall and attacking card go to The Dark.)
THE HEX
Reveal a matching suit to reflect this Haunt back? Your card goes to The Dark; theirs becomes a ghost in their Shadow. A completed reflect cannot be Salted.
A neighbour played a card. Reveal a matching page (same rank) to cancel it?
THE GRIMOIRE OF REJECTION
You were Haunted. Choose one card from the top of The Dark as a Grimoire page, or skip.
THE WATCHER
Top card of their Candle:
Leave on top or put on bottom?
THE PLAGUE
Choose a neighbour to receive this plagued ghost:
Actions
Rank & suit: Banish = value, then suit tier on ties; Siphon on rank (number cards only - faces never Siphon). Cleanse (Cast 7) = no value check; Siphon on suit only. Purge (K) = all ghosts to The Dark (not Banish/Cleanse); no Siphon.