Official Manual

Start here Class selection Grimoire

Start here

Goal - how to win (and lose)

Turn summary

  1. Haunting - Burn 1 per ghost (or play Ace Reprieve first to skip Burning; see The Passage of Time).
  2. The Draw - Draw 1 from your Candle. If it is empty, you are Consumed.
  3. The Ritual - Exactly one action: Haunt, Banish, Cast/Summon, Flicker, Séance, or Abstain. Some classes also offer an Ability that does not use this action.
  4. The Burden - Discard to hand limit (usually 5).
  5. Am I Alive? - Empty Candle check (Consumed) or Possession.

Your first game

  1. Read Goal and Turn summary above.
  2. Skim The Passage of Time (Rank & suit and the logic tables) and The Grimoire.
  3. Set up with The Setup, then each player picks a class via Class selection.
  4. Save until needed: haunter markers, FAQ, large groups.

Physical vs digital

1. The Setup

Any standard deck(s) work. Deathwick art and printed class cards are optional.

The Supplies

Each ritual circle has its own pool. Use 1 deck (52 cards) per 2 players in that circle, plus Jokers:

Card backs (optional)

If you use Deathwick art or print reference sheets, three back designs help tell piles apart at the table. With plain decks, label piles or use separate discard areas instead:

Playing card back
Playing cards (Candle, hand, The Dark)
Reference card back
Reference cards
Class card back
Class cards

The Circle & The Start

  1. Sit in a circle.
  2. Deal exactly 27 cards (half a deck) to each player. This is your Candle.
  3. Place any remaining undealt cards Face Up into THE DARK (Discard Pile) to start the game.
  4. Each player draws 3 cards from their Candle into their hand; this is their starting hand. The Hoarder draws 5.
  5. Turn order: Decide who goes first (class selection follows this order). Play then passes clockwise, one full turn at a time.
    • Physical (pick one tiebreaker): last to light a candle, last to tell a ghost story, last to watch a horror movie, or The Chilling Touch (coldest hands). The winner chooses go first (pick class first, act first) or go last (pick last, act last).
    • Digital: Agree who won the tiebreaker, then select them and first/last - or use Random.

Consumed by the Darkness (Empty Candle)

You are Consumed only if your Candle is empty at one of two checks: The Draw (after the Haunting, you must Draw 1 and cannot) or Am I Alive? (end of your turn, after The Burden). Running out during the Haunting, mid-action, or on someone else’s turn does not eliminate you immediately.

Possession

Checked only at the end of your turn (after your action and The Burden). If you then have 3+ ghosts of the same suit in your Shadow (Walls do not count), you are Possessed and lose. The Sufferer needs 4. Ghosts added on other turns (Haunt, BOO!, Possess, Plague, death split, etc.) wait until your turn ends - you still get that turn to answer.

Class Selection

Choose your class

Every player chooses exactly one class before the first turn, in turn order (first player picks first). Each is offered 3 random classes and takes one. The last picker sees every earlier choice. The tiebreaker winner already chose first or last when setting turn order.

Class pool by group size

PlayersPool sizeNotes
225 classes9 classes excluded (see table below)
331 classes3 classes excluded (4+ only)
4+34 classesAll classes

Excluded classes (automatic in digital game & selector)

ClassMin playersReason
The Mime3+Redirect needs a third player at the table
The Watcher3+Sight effect needs two neighbours
The Plague3+Spreading needs a larger circle
The Vulture3+Death timing needs more players
The Lich3+Revive steal needs multiple living players
The Gravedigger3+Neighbour death effects need a larger circle
The Occultist4+Possess-any-player needs a larger circle
The Witness4+Cannot win; win-condition pressure needs 4+ (read class before picking)
The Funeral Bell4+Death ripple needs enough players at the table

The digital game and this selector use the correct pool automatically. Turn order is set first, then class picks follow it.

Class selection tool

First choose how many players (this sets the class pool):

Choose a pool above, then draw or track.

Each draw shows three classes with card art and rules text. Click a card image to zoom; use Choose this class when you are ready.

Class A

...

Class B

...

Class C

...

2. The Ritual Circle

One player takes a full turn (Haunting, Draw, Ritual, Discard), then play passes clockwise to the next player still Lit. Diagrams: ❄️ is a typical starter.

Shadow (3+ players): Split the Shadow - ghosts on the left came from your left neighbour, on the right from your right. Useful for The Sealbinder (only their Haunted ghosts are sealed) and The Clown (their Haunted ghosts need Face or Cleanse to Banish). In 2 players there is one opponent, so one zone.

Optional: tracking who Haunted whom (physical play)

Left/right Shadow is enough for ordinary Haunts in 3+ games. Mirror (J), Possess (9), and death-split ghosts can move cards, so a marker on each Haunted ghost stays accurate. Only four classes read who Haunted a ghost. Skip markers for BOO! and other ghosts that were never Haunted (Voodoo Doll does not reflect those). The digital game tracks this automatically.

Give each player a style of marker (beads, caps, clips) and several of each (about 5–8 to start). When someone Haunts you, put one of their pieces on that ghost. Two Haunts from the same player need two pieces. When the ghost leaves, return the piece - or move it with the ghost if Mirror/Possess moved it. Reuse markers after a ghost is gone.

Class / effectWhy the haunter matters
The Voodoo DollWhen you Burn at the Haunting, ♠/♣/♦ ghosts put there by a Haunt reflect: that haunter Burns 1 too. Mirror and Possess do not change who Haunted the ghost.
The ClownGhosts they Haunted onto you reject Banish with number cards (except Cleanse 7); only Face or Cleanse works.
The SealbinderOnly ghosts they Haunted are sealed: those cannot be Possessed, Recalled, or moved by Mirror. Other ghosts in the same Shadow (Haunted by anyone else) can still be moved or Recalled normally. Mirror swaps the rest and leaves Sealbinder-Haunted ghosts where they are.
The PlagueSpreading only applies to ghosts they Haunted. Also track which players that ghost has already visited (it cannot return to the same player) - e.g. small checklist on paper or a second set of tokens, not just the haunter marker.

Not on this list: Mime, Hex, Warlock, and other Haunt-adjacent classes still mark the original attacker when a ghost lands; they do not add extra haunter rules. Without the four classes above, left/right Shadow is usually enough until Mirror or Possess moves ghosts.

THE
DARK
YOU
❄️
👻
P2
👻
THE
DARK
YOU
❄️
👻
👻
P2 (L)
👻
👻
P3 (R)
👻
👻
THE
DARK
YOU
❄️
👻
👻
P2 (L)
👻
👻
P3
👻
👻
P4 (R)
👻
👻
THE
DARK
YOU
❄️
👻
👻
P2 (L)
👻
👻
P3
👻
👻
P4
👻
👻
P5 (R)
👻
👻
THE
DARK
P1
❄️
👻
👻
P4
👻
👻
P2 (L)
👻
👻
P3
👻
👻
P5
👻
👻
P6 (R)
👻
👻
THE
DARK
P1
❄️
👻
👻
P2 (L)
👻
👻
P3
👻
👻
P4
👻
👻
P5
👻
👻
P6
👻
👻
P7
👻
👻
P8 (R)
👻
👻

3. The Passage of Time

Passage of Time reference card
Neighbours
The two players immediately to your left and right in the circle. Most effects target one neighbour unless a card says otherwise (e.g. Drain (4) hits all neighbours).
Shadow
Area in front of you for ghosts. Ghosts vertical, Walls horizontal. Burn 1 from your Candle per ghost at the start of your turn. Physical markers: see haunter tracking if Voodoo Doll, Clown, Sealbinder, or Plague is in play.
Burn
Take the top card of your Candle and put it face up on top of The Dark.
Suit tier
For Banish tie-breaking: ♠ > ♥ > ♣ > ♦ (Spades, Hearts, Clubs, Diamonds). See Rank & suit.

Rank & suit (when they matter)

Banish, Cleanse, and Purge all remove ghosts, but they do not use rank and suit the same way.

Banish vs Cleanse vs Purge

Action What it is What matters On success
Banish Force one ghost out by power. Matching rank is Banishing. Equal or higher value. On a value tie, suit tier ♠ > ♥ > ♣ > ♦. Ghost to The Dark, or Siphon only if ranks match on number cards (not ♠). No Siphon if the ghost is a face or you Banished with a face.
Cleanse (7) Cast the 7 to wash one ghost out. Suit only. When Cast: no value/rank check. Siphon uses suit only. Ghost removed. Siphon if suits match (never ♠; never face ghosts). Rank match does not apply to Cast Cleanse.
Purge (K) Wipe the Shadow. Neither Banish nor Cleanse. Removes all ghosts. No value check. No Siphon. Every ghost (any rank or suit, including matching suits and faces) goes to The Dark. Nothing returns to your Candle.

If you Banish with a 7 (instead of Casting Cleanse), use Banish rules: Siphon on rank match is Banishing, not Cleansing.

Logic tables (examples)

Green = yes. Red = no. Suit tier for Banish ties: ♠ > ♥ > ♣ > ♦.

Banish
Your cardGhostCan Banish?Siphon?
8♥5♣Yes (higher)No
7♥7♣Yes (equal; ♥ > ♣)Yes (rank match)
5♠5♥Yes (equal; ♠ > ♥)Yes (rank match)
4♠4♠Yes (equal)No (♠ never Siphon)
5♥5♠No (equal; ♥ < ♠)—
7♥7♠No (♥ < ♠ on tie)—
10♥J♣Yes (10 vs face=10; ♥ > ♣)No (face ghost)
J♥10♣Yes (face=10)No (face card)
K♠K♥YesNo (face / face)
9♥9♠No (suit tier)—
9♥9♥Yes (equal)Yes (rank match; not ♠)
Cleanse (Cast the 7)
Your 7GhostRemoves?Siphon?
7♥3♥YesYes (suit match)
7♥9♣YesNo (suit differs)
7♥7♣YesNo (rank irrelevant; suits differ)
7♠4♠YesNo (♠ never Siphon)
7♥J♥YesNo (face ghost)
Purge (Summon the King)
KingGhosts in ShadowWhat happensSiphon?
K♥Any mix (numbers, faces, matching suits…)All go to The DarkNever

The Haunting

Reprieve (Ace): Before Burning, you may play an Ace from hand to skip the Haunting (no Burn). This is not a Ritual action; then Draw and Ritual as normal.

If you have ghosts, Burn 1 from your Candle per ghost (face up on The Dark). No ghosts: skip Burning and go to The Draw.

The Draw

Draw 1 from your Candle. If it is empty, you are Consumed (see Consumed by the Darkness). Burning your last cards during the Haunting does not eliminate you until this check.

The Ritual

Take exactly one action, or Abstain. Class Abilities do not use this action unless the class says so - you may use a qualifying Ability and still take a Ritual action. Passive triggers (e.g. Grimoire of Rejection stocking a page) happen automatically. Abilities are generally not Salted; see FAQ.

Greed (2): the chosen player draws 2, then you perform another action this turn.

ABILITY Class

If it says Ability or “does not use your Ritual action,” it stacks with Haunt, Banish, Cast, etc. unless limited (e.g. once per turn). Examples: Mimic swaps Candles once per game; Oracle peeks your Candle before the Haunting.

HAUNT Attack

Number cards only (A–10). Faces (J, Q, K) and Jokers are Summoned, not Haunted (class exceptions: FAQ).

Play a number card into a neighbour’s Shadow; it becomes a ghost. They Burn 1 per ghost at the start of their next turn.

BANISH Defend

Play a card from hand onto one ghost in your Shadow. Full compare and Siphon rules: Banish vs Cleanse vs Purge and logic tables.

Faces (J, Q, K): Banish as value 10 (suit tier on ties), or Summon for Mirror / Medium / Purge - one use per play. Face ghosts and Banishing with a face never Siphon.

CAST / SUMMON Effect

Cast numbers (A–10) or Summon faces (J, Q, K) and Jokers: discard to The Dark for the effect. See The Grimoire.

FLICKER Reset

Shuffle your entire hand back into your Candle, then draw 3 new cards to your hand.

SÉANCE Heal

Discard a matching pair from your hand to the top of The Dark (two cards of the same rank). Take the bottom 6 cards of The Dark and add them to the bottom of your Candle. If The Dark has fewer, take all remaining.

ABSTAIN Skip

If you cannot or choose not to act, Abstain. It uses your action; no extra cost.

The Burden

Discard down to your hand limit (usually 5 cards). The Hoarder discards down to 8; those extras go to the bottom of their Candle, not The Dark.

Am I Alive?

Candle: empty at end of turn → Consumed (rule).

Possession: end of your turn only.

On death: ghosts in your Shadow split evenly to your two neighbours; you choose who gets the extra if odd. Details: FAQ.

4. The Grimoire

Art shown is ♠ Spades; effects are the same for every suit. Tap a card for a full-screen view, then swipe for the next (reference cards, Grimoire, then classes).

Grimoire reference card 1 Grimoire reference card 2
CardRankNameEffect
Ace of SpadesA or 1REPRIEVEPlay at the start of your turn to skip the Haunting phase. Then Draw and perform the Ritual as normal.
2 of Spades2GREEDChoose a neighbour or yourself. They draw 2 cards from their Candle to their hand. You then perform another action this turn.
3 of Spades3SCAREChoose a neighbour. They shuffle their hand and blindly discard 2 to The Dark.
4 of Spades4DRAINTake the top 2 cards from each neighbour’s Candle onto yours.
5 of Spades5SALTReveal to cancel any player’s action. Your 5 and their card go to The Dark. Details: Salt.
6 of Spades6SIGHTView a neighbour’s hand and take 2 cards of your choice.
7 of Spades7CLEANSECast to remove 1 ghost (no value check). Siphon if suits match (never ♠ or face ghosts).
8 of Spades8RECALLTake a ghost from any Shadow into your hand.
9 of Spades9POSSESSMove a ghost from your Shadow to a neighbour’s Shadow.
10 of Spades10REKINDLETop 3 of The Dark onto your Candle, then shuffle your Candle.
Jack of SpadesJMIRRORSwap Shadows with a neighbour. Sealbinder-Haunted ghosts stay put.
Queen of SpadesQMEDIUMSearch The Dark; take 2 cards of your choice to hand (not Jokers). If fewer remain, take all.
King of SpadesKPURGEAll ghosts in your Shadow go to The Dark. No Siphon.
JokerJoker 2Joker 3Joker 4JOKERBOO!Each other player Burns until they reveal a number; that number becomes a ghost in their Shadow. They may Salt to protect themselves only.

5. The Classes

Classes are grouped by which pool they belong to. Use the filters to show only classes legal for your player count. Tap a class card image for a full-screen view; swipe continues through all classes.

6. FAQ & Edge Cases

Look-up section for disputed moments. Skip on a first read; return when something odd happens at the table.

When in doubt: If a rule could be read more than one way, choose the reading that denies an advantage: rule against whoever would benefit from the ambiguity, or in favour of whoever is defending or being targeted.

Haunting and class exceptions

Walls (The Cryptkeeper)

Walls are not ghosts: no extra Burn, no Possession. Lay them horizontal (ghosts vertical). Full Wall rules are under Edge cases.

Removing ghosts / Siphon

Use Banish vs Cleanse vs Purge and the logic tables. Extra Siphon notes:

Salt (reaction or Haunt)

A 5 in hand is Salt. Each 5 is used in exactly one way:

You cannot cancel with a 5 you already spent to Haunt, and you cannot Haunt with a 5 you already spent as a reaction.

When a player is eliminated (death)

Ghosts pass to neighbours, split evenly left and right (4 → 2 each). If odd, the eliminated player chooses who gets the extra (5 → 2 and 3). No ghosts: nothing passes. One neighbour left (e.g. 2-player, one just died): that neighbour takes all. Receiving those ghosts is not instant Possession (end of your turn).

Consumed / Possession / Cast vs Summon

Consumed: empty Candle at Draw or Am I Alive only. Possession: end of your turn. Cast numbers (A–10); Summon faces and Jokers - see Grimoire.

Other common questions

Edge cases

Advanced: large groups & Final Ritual

For 9+ people. First game: one circle of 2–8.

Split into separate circles (own seating, neighbours, Dark, turn order). One player acts at a time in each. You can keep one circle above 8; rounds just run long.

How to split

Split as evenly as you can. Examples when you divide the group:

Total playersSplit
95 + 4
105 + 5
116 + 5
126 + 6
137 + 6
147 + 7
158 + 7
168 + 8
176 + 6 + 5
186 + 6 + 6

For even larger events, use three or more circles the same way (e.g. 20 → 7 + 7 + 6), aiming for 8 or fewer per circle when you can.

The Final Ritual

Do not merge piles mid-game. Gather the Last Lit into a new Final Ritual:

Digital: One circle up to 8. For 9+ at a table, run separate circles (or one larger circle), then a new digital game for the Final Ritual with the Last Lit and the same classes.

Full deck: all ranks and suits

Every playing card in the deck, by rank and suit. Click a card to preview it.

Rank♠ Spades♥ Hearts♣ Clubs♦ Diamonds
AAce of SpadesAce of HeartsAce of ClubsAce of Diamonds
22 of Spades2 of Hearts2 of Clubs2 of Diamonds
33 of Spades3 of Hearts3 of Clubs3 of Diamonds
44 of Spades4 of Hearts4 of Clubs4 of Diamonds
55 of Spades5 of Hearts5 of Clubs5 of Diamonds
66 of Spades6 of Hearts6 of Clubs6 of Diamonds
77 of Spades7 of Hearts7 of Clubs7 of Diamonds
88 of Spades8 of Hearts8 of Clubs8 of Diamonds
99 of Spades9 of Hearts9 of Clubs9 of Diamonds
1010 of Spades10 of Hearts10 of Clubs10 of Diamonds
JJack of SpadesJack of HeartsJack of ClubsJack of Diamonds
QQueen of SpadesQueen of HeartsQueen of ClubsQueen of Diamonds
KKing of SpadesKing of HeartsKing of ClubsKing of Diamonds
★ JokerJokerJoker 2Joker 3Joker 4