Agoraphobe ­

You win if you are never sent to a different room by anyone.

Ahab ­

You win if Moby gains the "dead" condition and you do not.


Anarchist ­

You win if your vote helped successfully usurp a leader during a majority of the rounds. For example, in a 3 round game, you must have usurped a leader 2 of the 3 rounds.

Born Leader ­

You win if you are a room's leader at the end of the game.

Butler ­

You win if you are in the same room as the Maid and the President at the end ofthe game.

Changer ­

When playing with the Changer, create a "Fun Deck". Take any number of character cards that are not being used for the current game and shuffle them together to create a "Fun Deck".

At any point before the end of the game, you, the Changer, must change your card for a random card from the "Fun Deck". This can only can be done once, unless the random card selected is another Changer card.

If you forget to exchange your card by the end of the game or if you are unable to, then you fail to win your objective.Note: the card retrieved from the "Fun Deck" is always cleansed when it is first drawn, meaning it has no acquired conditions.

Clone ­

You win if the first player with whom you card share or color share wins, succeeding at all of their win objectives.

Cult Leader ­

You begin with the "cultist" condition. Any player that card shares or color shares with a player with the "cultist" condition (i.e. a cultist" player) then also gains the "cultist"condition.

Players with the "cultist" condition lose the game if the Cult Leader gains the "dead"condition. This is an additional win objective and does not replace or change a player's original win condition. If the Cult Leader gains the "dead" condition, so do all players with the "cultist"condition.

Note: It is important for players to indicate that they are have the "cultist" condition when card sharing or color sharing with another player. This is usually done by whispering something along the lines of, "I'm a cultist. Make sure our leader _______ stays alive".

Decoy ­

You win if the Sniper shoots you at the end of the last round.

Father ­

You have the FATHER power: during the first round of the game you must privately reveal your card to 2 players and verbally say to these 2 target players, "You are my children".

You do not have to privately reveal your card to both of these 2 target players simultaneously.You win if these 2 target players end in the same room as the president

Frotteur

(AKA: "The Gooser"), ­ if you don't touch every player by the end of the game, you lose. If the Prude grabs your wrist, you lose

Gambler ­

At the end of the last round (the 1 minute round), before all players reveal their cards, you, the Gambler, must publicly announce which team (Red Team, Blue Team, or neither) you think won the game. If you are correct, you win. If you are incorrect, you lose.

Grey Team ­

At some point during the game, before time expires in the final round, you must exchange your card for a Red Team card or a Blue Team card (done with the extra unused team cards). You now assume the allegiance of the team you chose. If you forget to exchange your card by the end of the game or if they are unable to, then they fail to win their objective

Hero ­

You win if you are in the same room as the President and Bomber at the end of the game. If you win, the both Red and Blue teams lose.

Hot Potato ­

You have the HOT POTATO power: any player that card shares or even color shares with you immediately trades cards with you. Both you and the other player assume the powers and the allegiance of the newly acquired cards. At the end of the game, the Hot Potato loses.

Note: characters that can inflict a status upon others (e.g. Vampire, Human Centipede,Hypnotist, etc). lose their identity, but not previously established power over others when becoming the Hot Potato.

For example, previously "seduced" players are still "seduced" by the former Vampire turned Hot Potato.Note: due to cleanse (see Cleanse rule on page #), if the President card, for any reason, shifts to a new player, the new President, must now card share with the Doctor to win REGARDLESS of the former President's card sharing history. This concept also applies to the Bomber and Engineer.

Illuminati­

Your character card has a red side and blue side. You may show either side when color sharing or revealing. If any player card shares with you then you win and all other players lose.

Intern ­

You win if you are in the same room as the President at the end of the game.

Judge ­

When any player privately reveals their card to you and says, "Take my card", you MUST take that player's card. You are not permitted to do anything with acquired cards, including showing the cards to others or using powers associated with the cards.

You have the JUDGEMENT power: at the end of the last round, if both Red and Blue teams win or lose (a tie),count the amount of red cards and blue cards you've accumulated.

The team that gave you more cards of their color wins the game. You win if you get to use your JUDGEMENT power.However, if the game still ends in a tie (due to having an equal number of red and blue cards)you still win, but Red and Blue teams both lose

Juliet

You win if you are in the same room as Romeo and the Bomber at the end of the game.

Maid­

You win if you are in the same room as the Butler and the President at the end of the game

Mastermind ­

Your character card has a red side and blue side. You may show either side when color sharing or revealing. At the end of the last round (the 1 minute round), before all players reveal their cards, you, the Mastermind, must publicly announce the color of EVERY player.

Traditionally, this is done by having the Mastermind point, one ­by­ one, to each player and verbally naming a color as they do so (Red, Blue, Grey, Green, or Purple). If you are able to correctly name the color of every player's character card, then you win and all other players lose. If you get guess just 1 player's color wrong, then you lose the game.

Mi6 ­

You win if you card share with the Bomber and the President before the end of the game

Minion ­

You win if a leader is never usurped in the same room as you.

Mistress ­

You win if you are in the same room as the President at the end of the game and the Wife is not.

Moby ­

You win if Ahab gains the "dead" condition and you do not.

Mother ­

You have the MOTHER power: during the first round of the game you must privately reveal your card to 2 players and verbally say to these 2 target players, "You are my children".

You do not have to privately reveal your card to both of these 2 target players simultaneously. You win if these 2 target players do not gain the "dead" condition unless 1 of the2 players is the Bomber. If the Bomber is one of the 2 target players, then you only need the other target player you deemed as your child to not gain the "dead" condition.

Nuclear Tyrant ­

At the end of the game, you are asked if you shared your card with both the President and the Bomber. You win if the President and the Bomber do not card share with you by the end of the game.

If you win, all other players lose. The Nuclear Tyrant begins with the "foolish" condition. Players with the "foolish" condition can never turn down an offer to card share.

Note: If a player with the "foolish" condition were to acquire the "shy" condition, the two conditions would cancel one another, leaving the player with neither condition.

Paper ­

You win if you are in the same room as the Rock, but not in the same room as the Scissors.

Private Investigator ­

At the end of the last round, before all players reveal their character cards, you must publicly announce the identity of the buried card. If you are correct, you win. If you are incorrect, you lose.

Note: if the Private Investigator is in play with any other characters that have a end­ of­ game public announcement (e.g. Amnesiac, Gambler, etc). the Private Investigator must announce their guess first.

Prude ­

You win if you grab one of the Frotteur's wrists by the end of the game. You may only grab one player's wrist during the game. Once you grab a player's wrist, you may not let go until the end of the game.

This also means that neither you, nor the player's whose wrist you grabbed may be a hostage without the other. The only way one of the two of you can leave the room is if the other is able to leave as well.

Note: a character that removes another character from the game (e.g. Ninja, Xenohunter, etc). can not remove the Prude nor the player whose wrist the prude grabbed.

Queen ­

You win the President gains the "dead" condition and you don't.

Rival ­

You win if you are NOT in the same room as the President at the end of the game.

Robot­

You win if the first player with whom you card share or color share fails to achieve all of their win objectives. If you fail to card share or color share with any players, then you lose.

Rock ­

You win if you are in the same room as the Scissors, but not in the same room as the Paper.

Romeo ­

You win if you are in the same room as Juliet and the Bomber at the end of the game.

Scissors ­

You win if you are in the same room as the Paper, but not in the same room as the Rock.

Sniper ­

At the end of the last round, before all players reveal their character cards, you must publicly announce which player you are shooting. The selected player does not have to be in the same room as you.

You win if the player you selected is the Target. If the player you choose is not the Target or the Decoy, then the selected player gains the "dead" condition.

Note: a "dead" Bomber does not detonate.

Stunt Double­

You win if you end in the opposite room as the President and if you gain the"dead" condition.

Survivor ­

You win if you are NOT in the same room as the Bomber at the end of the game.

Target ­

You win if the Sniper does not shoot you at the end of the last round.

Telepath ­

You win if you correctly predict the player (not character) that will be the hostage coming into your room at the end of the last round. To formalize your prediction, you must publicly reveal your card during the last round of the game and verbally name (or adequately describe) your prediction.

Note: your prediction can't be the hostage leaving your current room.You must predict the hostage that will be coming INTO your room.

Traveler ­

You win if you are sent to a different room as a hostage at the end of MOST rounds. This means in a 5 round game, you must change room 3 times to win. In a 3 round game, you must change rooms twice to win

Victim ­

You win if you are in the same room as the Bomber at the end of the game.

Villain­

You win if you are in the same room as the President and the opposite room as the Bomber. If you win, the both Red and Blue teams lose.

Wife ­

You win if you are in the same room as the President at the end of the game and the Mistress is not.



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