You are a cultist, trying to establish your faction’s rise to power. Fight over rituals and mythical monsters as you seek victory and control of the cult.
A player will take a turn by first rolling their dice up to 3 times. They then decide where to commit their dice: to rituals to gain altar effects to temporarily empower themselves, finish a ritual in order to gain its powerful effects permanently, stab other cultists, gain life, or give life to other cultists.
If a player is killed, they are not eliminated. Instead, they become a wraith. They will roll dice on their turn still, just less. They cannot commit dice like normal but instead haunt the dice of enemies and allies by giving, replacing, or discarding dice.
4-8 player hidden role dice game where you are a cultist, establishing your faction’s rise to power. Fight over rituals and mythical monsters as you seek victory and control of the cult.
A social deduction game where actions speak louder than words. What do you do?
- Give life to the High Priest?
- Sacrifice your body to protect others?
- Drain your own blood for greater power?
- Use alchemy to help complete rituals?
- Harvest the soul of an ally to strengthen your faction?
- Control the Kraken and punish those who oppose you?
Each action tells a story of who you are, or at least, who you want people to think you are.
Remember, even if you are killed, the game is far from over as you become a Wraith. Forever haunting enemies and allies as you tug on the strings of fate itself to gain victory.