VEILED KINGDOMTRUST IS A TEAM SPORT
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A LITTLE KNOWLEDGE. A LOT OF SUSPICION.

Know the rules.
Question the people.

A conspiracy has slipped into the kingdom's expedition council. The Loyal need to keep the expeditions moving. Their opponents need to look helpful while making everything go wrong.

Two factions. Three ways to lose trust.

Loyal wins by completing three successful expeditions and keeping the Oracle unidentified during the final choice. Three successes alone are not a victory.

Conspiracy wins if three expeditions fail, five team proposals in a row are rejected, or the Slayer correctly identifies the Oracle after the third success.

Get your circle together

Create a room, share its link or code, and gather 5–10 players on the same website address. The host selects a role mode and any optional rules. Everyone marks Ready before the host begins. Roles are dealt privately by the server. Open your private role panel, read your information, then confirm. Nothing advances until everyone confirms.

Seat order is joining order. The first leader is randomly chosen. In later rounds the leader moves one seat forward. You can always discuss the game in public chat or a group call; there are no private-message channels.

An expedition, step by step

  1. Build a team. The leader selects exactly the required number of different players. They may include themselves. Everyone can debate the choice.
  2. Vote on the team. Every player submits Approve or Reject once. The choices stay private until all votes arrive, then appear together with their voters' names. Approval must exceed rejection; a tie rejects.
  3. On rejection: no expedition happens. Add one to the rejection streak, move leadership one seat, and propose a new team for the same expedition. The fifth consecutive rejection ends the game for Conspiracy.
  4. On approval: reset that streak to zero. Only the selected team submits expedition actions. Loyal players must choose Success. Conspiracy players may choose Success or Sabotage.
  5. Read the result. The server shuffles the submissions and reveals their values, never their authors. One sabotage normally fails the expedition. On expedition 4 with 7–10 players, it takes two. One sabotage there is still displayed, but the expedition succeeds.
  6. Continue or finish. Check the win conditions immediately. Otherwise advance the expedition and move leadership one seat. With the Truth Lens enabled, resolve its inspection before this advance.

Leadership advances once between proposals: immediately after a rejected vote, or after the expedition (and any inspection) following an approved vote. The previous proposer remains displayed during resolution.

How many seats go?

Faction totals and expedition team sizes
Players Loyal Conspiracy E1 E2 E3 E4 E5
5 3 2 2 3 2 3 3
6 4 2 2 3 4 3 4
7 4 3 2 3 3 4* 4
8 5 3 3 4 4 5* 5
9 6 3 3 4 4 5* 5
10 6 4 3 4 4 5* 5

* Two sabotages are needed to fail this expedition. Every other cell needs one.

Everyone has an angle

Oracle · Loyal

Sees the identities of every conspirator except Shadow, including Exile. This knowledge does not reveal their exact roles. Guide the council without making yourself obvious.

Guardian · Loyal

Sees the Oracle and Decoy as an unlabelled set of candidates. Neither is marked as the real Oracle. Without Decoy, Guardian sees only the Oracle.

Loyalist · Loyal

Has no special information. Your own allegiance, the discussion, public votes, and expedition results are your clues.

Slayer · Conspiracy

Knows the other conspirators except Exile. If three expeditions succeed, chooses one player as the suspected Oracle. The whole council may discuss the choice publicly, but only Slayer submits it.

Decoy · Conspiracy

Appears in Guardian's candidate set beside the Oracle. The Oracle still sees Decoy as a conspirator. Knows other conspirators except Exile.

Shadow · Conspiracy

Is invisible to the Oracle's starting information, but participates in normal conspirator knowledge. The Truth Lens can detect Shadow's faction.

Exile · Conspiracy

Knows no allies, and other conspirators do not see Exile as an ally. The Oracle does see Exile. Expedition choices and faction victory remain the same as other conspirators.

Conspirator · Conspiracy

Knows the other conspirators except Exile, without being told their exact roles. May support or sabotage an expedition.

Choose your mix

Basic: Oracle and Slayer, with remaining seats filled by Loyalists and Conspirators.

Classic: add Guardian and Decoy. At seven or more players, also add Shadow; at ten, add Exile. Fill remaining Loyal seats with Loyalists and any remaining Conspiracy seats with Conspirators.

Custom: toggle Guardian, Decoy, Shadow, and Exile separately. Oracle and Slayer are always included once. Optional roles replace fillers within their faction, never change the faction totals, and cannot be duplicated. A combination that exceeds the available seats cannot start. Decoy without Guardian is allowed.

One final identification

After the third successful expedition, the result pauses at the final identification. The Slayer may select any existing player; selectable targets do not disclose factions. Selecting Oracle wins for Conspiracy. Selecting anyone else wins for Loyal. All roles are revealed when the game ends, including when Conspiracy wins earlier through failures or rejection.

Optional: the Truth Lens

Available only with 7–10 players. The host can enable it in the lobby. The Lens initially belongs to the seat immediately before the first leader. After expeditions 2, 3, and 4, if the game has not already reached a final phase, the holder chooses someone who has never held it. Only the current holder learns that person's faction, not their role. The chosen person becomes the next holder. Every previous holder, including yourself, is ineligible. The holder and transfer history are public; findings remain private to the inspector. Shadow and Exile both read as Conspiracy.

Privacy and disconnections

Role identities are private until the end. You may bluff or make claims in public discussion; the app provides no early verified role reveal. Keep your role panel and saved browser credentials to yourself. Switching away from the tab or losing connection conceals the role panel. Team votes become public together. Expedition submissions never receive public author labels, even at game over.

Refreshing or reconnecting restores the same seat and accepted choices. A disconnected player is not replaced midgame. With timers off, the group waits for missing actions. After 30 seconds without the host, another connected player may take over hosting, without gaining control of anyone's private choices.

Optional: turn timers

Timers are an online house rule, disabled by default. The host can choose 15–600 seconds per action phase. Role confirmation is always untimed. On expiry: the server chooses a random valid team for a missing proposal; missing team votes become Reject; missing expedition actions become Success, even for conspirators. The Truth Lens picks a random eligible target. Final identification picks a random Loyal player. These defaults affect strategy. Saved deadlines continue across server restarts.

Ready to question your friends? Enter the kingdom →