Official Manual

Class selection

1. The Setup

The Supplies

Per ritual circle: Build one card pool for that circle only. Use 1 standard deck (52 cards) for every 2 players in the circle, plus Jokers as below—the same math scales to any group size. We recommend up to 8 players per circle; with 9 or more at the table, split into separate circles (each with its own pool and Dark—see Large groups & Final Ritual). You can run one larger circle if you prefer; the rules still work, but rounds get long. A Final Ritual uses a fresh pool sized for the Last Lit who advance, not the combined piles from every circle.

Card backs

The game uses three card-back designs so you can tell decks apart:

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.
  5. Turn order: Decide who goes first (class selection follows this order; see Class selection below).
    • Physical (choose one tiebreaker): Last person to light a candle; or last to tell a ghost story; or last to watch a horror movie; or The Chilling Touch (coldest hands). The player who wins that tiebreaker then chooses whether to go first (pick first in class selection and act first each round) or go last (pick last in class selection and act last each round). Both have advantages and disadvantages.
    • Digital / online: Agree who won the tiebreaker at the table, then select that player and whether they go first or last; or use Random.
  6. RITUAL CIRCLE SIZE (recommended max 8):
    • Each ritual circle plays best with up to 8 players, with one person acting at a time (clockwise).
    • With 9 or more at the table, we recommend splitting into separate circles (each with its own Dark and turn order). See Large groups & Final Ritual.
    • You can run a single circle with more than 8 if you prefer—nothing breaks—but rounds grow long and the table feels slower; splitting is usually better.

Consumed by the Darkness (Empty Candle)

You are Consumed by the Darkness only when your Candle is empty at one of these two checks:

Running out of cards during the Haunting, mid-action, or on another player’s turn does not eliminate you on the spot—you are checked at Draw or at the end of your turn only.

Possession

Possession works differently from an empty Candle. You are not eliminated the moment a ghost is added outside your turn. Possession is checked only at the end of your turn (after your one action and The Burden).

Class Selection

The Calling

Once turn order is set, each player chooses a class. Class selection follows turn order: the player who goes first picks first, then the next in order, and so on. Each is offered 3 random classes and chooses one (the last to pick sees all previous choices—a minor advantage). The tiebreaker winner may choose to go first or last when setting turn order.

2-player games: These classes are excluded from the 2-player pool because they play poorly or feel unsatisfying with only 2 players: The Mime, The Watcher, The Plague, The Vulture, plus The Lich and The Gravedigger (death/neighbour effects need a larger circle). The digital game and the Random Selector below remove them automatically when you choose 2 players.

4+ players: The Occultist (Possess any player, not just neighbours), The Witness (win-condition pressure needs a larger circle), and The Funeral Bell (death ripple needs enough players at the table) require at least 4 players. They are excluded from 2- and 3-player pools.

Classes available by group size

PlayersPool sizeNotes
229 classesRestricted pool (see list above)
335 classesAdds 3+-only classes; Occultist, Witness & Funeral Bell still out
4+38 classesAll classes

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

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2. The Ritual Circle

Who plays when: One player takes a full turn at a time (Haunting, Draw, one Ritual action, Discard), then play passes clockwise to the next player still Lit. Up to 8 players per circle is recommended; you can play with more at one table if you wish. From 9+, splitting into separate circles is usually better (see Large groups & Final Ritual). The diagrams below show seating; ❄️ marks a typical starter.

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 with Possess or Mirror, 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.

Optional: tracking who Haunted whom (physical play)

Some rules care about the player who Haunted a ghost, not just which side of your Shadow it sits on. Split left/right helps for ordinary Haunts in 3+ player games, but Mirror (J), Possess (9), and ghosts passed when someone dies can move cards—so a marker on each ghost stays accurate when it matters.

Which classes need it? Only four class abilities check who Haunted a ghost (see table). No other class reads the haunter. You do not need markers for Panic failures, BOO!, or other ghosts that were never Haunted onto someone (e.g. Voodoo Doll does not reflect those).

Suggestion: Assign each player a style of marker (e.g. red beads for P1, blue for P2, green for P3)—and bring several of each, not just one. Every time someone Haunts a ghost onto you, place one of that player’s pieces on that ghost (under the card, on the corner, or beside it in your Shadow). Each ghost needs its own marker: if three different players Haunt you, you have three marked ghosts; if one player Haunts you twice, you need two of their pieces. When a ghost leaves your Shadow, return that piece to a discard pile (or move it with the ghost if Mirror/Possess moved it). The digital game tracks this automatically.

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 SealbinderGhosts they Haunted cannot be moved (Possess, Mirror) or returned (Recall). Mirror swaps involving such a ghost are blocked.
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: The Mime, Hex, Warlock, and other Haunt-adjacent classes either redirect/cancel the Haunt or use a normal Haunt tag—you still mark the original attacker as haunter when a ghost lands, but no extra class rule reads beyond the four above. In 3+ players without these four classes, left/right Shadow is often enough until someone Mirror-swaps or Possesses.

Use whatever is at hand—coloured beads, dice, bottle caps, paper clips. A practical starting point is about 5–8 pieces per player (more in long games with heavy Haunting). Markers can be reused once a ghost is banished or leaves play.

THE
DARK
YOU
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P2
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THE
DARK
YOU
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P2 (L)
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P3 (R)
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THE
DARK
YOU
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P2 (L)
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P3
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P4 (R)
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THE
DARK
YOU
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P2 (L)
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P3
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P4
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P5 (R)
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THE
DARK
P1
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P4
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P2 (L)
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P3
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P5
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P6 (R)
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THE
DARK
P1
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P2 (L)
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P3
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P4
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P5
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P6
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P7
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P8 (R)
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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
The player area in front of you where ghost cards reside. Place ghosts vertically (portrait) in the Shadow and Walls horizontally (landscape) so ghosts and Walls are easy to tell apart. For each ghost there, you Burn one card from your Candle at the start of your turn. At a physical table, consider a pile of markers per player (one on each Haunted ghost) when The Voodoo Doll, The Clown, The Sealbinder, or The Plague are in play.
Burn
Take the top card of your Candle and put it face up on top of The Dark.
Suit tier
For tie-breaking: > > > (Spades, Hearts, Clubs, Diamonds).

The Haunting

Look at your Shadow. The Haunting phase can be skipped if you invoke the Ace (Reprieve) at the start of your turn: play the Ace to skip Burning this turn, then Draw and perform the Ritual as normal.

If you have any ghosts in your Shadow, choose once before you Burn:

Joker (Panic): Instant success; you siphon the ghost (unless it is a Spade). Walls: You cannot Panic against a Wall (The Cryptkeeper).

If you have no ghosts, there is no Burning—proceed to The Draw.

The Draw

Draw 1 card from the top of your Candle into your hand.

The Ritual

Perform exactly one of the following actions, or Abstain:

HAUNT Attack

Only number cards (A or 1 through 10) can be used to Haunt. Face cards (J, Q, K) and Jokers cannot be used to Haunt; use them to Summon instead. (Rare class abilities can change this; see each class card and FAQ: Haunting and class exceptions.)

Choose a neighbour. Play a number card (A–10) from your hand into their Shadow. That card becomes a ghost there; they will Burn one card from their Candle for each ghost in their Shadow (to The Dark) at the start of their next turn. Example: if they have 3 ghosts, they Burn 3 cards.

BANISH Defend

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 banished (to The Dark, or to the bottom of your Candle if you Siphon).

Face cards (J, Q, K): A Jack, Queen, or King can be played as Banish (value 10; suit tier breaks ties) or as a Summon for that card’s Grimoire effect (e.g. Jack for Mirror, King for Purge), one use per play. Against a face-rank ghost (J, Q, or K), a 10 or any face card can beat it; matching rank or suit can Siphon (Spades cannot be Siphoned).
Siphon: If your card’s rank matches the ghost’s rank (e.g. 7 on 7), you siphon: put that ghost on the bottom of your Candle instead of The Dark. With Cleanse (7), you can also siphon if suits match (e.g. 7 on 3). You cannot siphon Spades ().

CAST / SUMMON Effect

You Cast number cards (A–10) and Summon face cards (J, Q, K) and Jokers; discard the card to The Dark to use its effect (see The Grimoire). Number cards have special effects (often choosing a neighbour); face cards and Jokers have unique powers.

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 4 cards of The Dark and add them to the bottom of your Candle.

ABSTAIN Skip

If you cannot (or choose not to) perform another Ritual action, you may Abstain. Abstaining uses your action for the turn and has no additional cost.

The Burden

Discard down to your hand limit (usually 5 cards).

Am I Alive?

Candle check: If your Candle is empty at the end of your turn, you are Consumed by the Darkness and are eliminated (see Consumed by the Darkness).

Possession check: See Possession.

When you die: When you are eliminated (Consumed or Possessed), any ghosts in your Shadow are split evenly between your two neighbours. If the number is odd, you decide who gets the extra ghost. See FAQ: When a player is eliminated for details.

Note: An empty Candle eliminates you only at The Draw or Am I Alive? (see Consumed by the Darkness).

4. The Grimoire

Card art shown is Spades only. Effects are the same for all suits.

Grimoire reference card 1 Grimoire reference card 2
CardRankNameEffect
Ace of SpadesA or 1REPRIEVEAt the start of your turn you may play the Ace to skip the Haunting phase (you do not Burn this turn); you then Draw and perform the Ritual as normal.
2 of Spades2GREEDChoose any player (including yourself). They draw 2 cards from their Candle to their hand. You then perform an additional Ritual action this turn.
3 of Spades3SCAREChoose a neighbour. They shuffle their hand and blindly discard 2 cards to The Dark.
4 of Spades4DRAINTake the top two cards from each neighbour's Candle and place them on your Candle.
5 of Spades5SALTReaction: Cancel any player’s Action (except the Ace); your Salt and their card go to The Dark (see Salt section below).
6 of Spades6SIGHTChoose a neighbour; view their hand and take two cards of your choice to your hand.
7 of Spades7CLEANSEBanish 1 ghost from your Shadow (to the top of The Dark, or to the bottom of your Candle if Siphon: your 7’s suit matches the ghost’s suit; cannot be Siphoned).
8 of Spades8RECALLTake a ghost from any Shadow and add it to your hand.
9 of Spades9POSSESSMove a ghost from your Shadow to a neighbour's Shadow.
10 of Spades10REKINDLETake the top 3 cards from The Dark, add them to your Candle, then shuffle your Candle.
Jack of SpadesJMIRRORChoose a neighbour and swap your Shadow with their Shadow.
Queen of SpadesQMEDIUMChoose: search The Dark and take 1 card of your choice to your hand (number cards or face cards J, Q, K; not a Joker), OR take the bottom 2 cards from The Dark without searching, add them to your Candle, then shuffle your Candle.
King of SpadesKPURGEBanish all ghosts in your Shadow (to the top of The Dark; Siphon if suit matches the King’s suit and not Spades; Siphoned ghost to bottom of your Candle).
JokerJoker 2Joker 3Joker 4JOKERBOO!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). Each targeted player may use their own Salt to avoid the Burn for themselves only.

Quick reference (card effects)

Compact list for quick lookup.

RankNameEffect
A or 1ReprieveAt start of turn: play Ace to skip the Haunting phase (no Burn); then Draw and perform the Ritual as normal.
2GreedChoose any player (including you); they draw 2 from their Candle. You then take another Ritual action.
3ScareChoose a neighbour; they shuffle hand, blindly discard 2 to The Dark.
4DrainTake the top two cards from each neighbour's Candle and place them on your Candle.
5SaltReaction: cancel any player’s Action except Ace (both to The Dark). The 5 can also be used to Haunt (strength 5).
6SightView a neighbour's hand and take two cards.
7CleanseBanish 1 Ghost (to The Dark or Siphon to your Candle if suit matches; ♠ cannot be Siphoned).
8RecallTake a Ghost from any Shadow to your hand.
9PossessMove a Ghost from your Shadow to a neighbour's Shadow.
10RekindleTop 3 from The Dark to your Candle, then shuffle Candle.
JMirrorChoose a neighbour and swap your Shadow with their Shadow.
QMediumSearch The Dark, take 1 to hand (numbers or faces J/Q/K; no Joker), OR bottom 2 (no search) → Candle then shuffle (10 = top 3).
KPurgeBanish all Ghosts in your Shadow (to The Dark; Siphon if suit matches the King’s suit, not Spades).
BOO!Each other player Burns until number (to The Dark); number → Ghost in their Shadow. Each must use their own Salt to avoid it.

5. The Classes

Classes are grouped by which pool they belong to. Use the filters to show only classes legal for your player count.

6. FAQ & Edge Cases

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

The Haunting (Walls)

Banish (how you remove Ghosts)

Siphon

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.

Salt (reaction)

When a player is eliminated (death)

When a player is eliminated (Consumed by the Darkness or Possessed), the ghosts in their Shadow do not vanish; they pass to their neighbours. Distribution is even between their two neighbours:

When a player is eliminated, ghosts from their Shadow pass to neighbours as above. Receiving those ghosts does not cause instant Possession; you are checked at the end of your turn only (see Possession).

Consumed by the Darkness

When does an empty Candle eliminate you? Only at The Draw (cannot draw after the Haunting) or Am I Alive? (end of your turn). See Consumed by the Darkness.

Summary:

Possession

See Possession in setup for the full rule. In short: checked at end of your turn only; ghosts added on other players’ turns give you until your turn ends to answer.

Cast vs Summon

Other common questions

Edge cases

Large groups & Final Ritual

When 9 or more people want to play, we recommend splitting into separate ritual circles. Each circle is its own game: own seating, neighbours, turn order, and The Dark. Only one player acts at a time within each circle.

You can keep everyone in one circle above 8 if you really want—the rules still work—but rounds get long and attention drifts. Splitting into smaller circles (aim for 8 or fewer each) usually feels better.

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

When each circle ends, do not merge card piles or ghost states mid-game. Instead, gather the Last Lit from each circle into a new Final Ritual:

This avoids bloated Dark piles from shoving several tables into one economy, and keeps reactions (Salt, Hex, Unseen, etc.) clear because only one person acts at a time.

Digital: The app supports one ritual circle of up to 8 players (our recommended max). For 9+ at a physical table, run separate circles—or one larger circle if your group prefers—then start 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