Dawn
The narrator reads the night’s toll. Who was lost — and what role flips face-up with them.
“Trust no one. Watch everyone. The treasure is moving.”
A social-deduction voyage for 5–16 souls. Hidden mutineers walk among the crew — accuse by day, strike by night, and reach port before the gold goes overboard.
Every day at sea turns through the same wheel — until the mutineers are found, or the crew runs out of dawns.
The narrator reads the night’s toll. Who was lost — and what role flips face-up with them.
Argue, accuse, defend. Somebody at this table is lying, and the clock is running.
Nominate and vote — sealed until the verdict. The crew’s judgment sends one soul over the side.
Eyes shut. Mutineers choose a victim; the Medic, Diviner, and a dozen others act in the dark.
Crew win by hanging every mutineer — or making port with the treasure still aboard. Mutineers win by outnumbering the honest… or slipping the gold into the sea.
Fifteen Crew, seven Mutineers, and three souls who sail for no one but themselves. Every role hand-drawn, every ability a knife with two edges.
Wears the hat. Vote counts twice. Killing them is expensive.
Reads the omens. The wind, gulls and waves whisper truth.
One dose of medicine. One chance to use it.
One cannon shot. Public after firing.
The lookout above. Hunts the delegate.
The conspiracy's voice.
Wears a sailor's uniform. The Captain's flag is for show.
Plants the seed of suspicion in the wrong garden.
The conspiracy's diplomat.
A tiresome stowaway nobleman. Wants the plank.
… and fifteen more souls below decks
Every voyage has a different shape. Pick the one that suits your crew.
A fast, punchy game. No treasure track.
The flagship. Full role roster, treasure on the move.
The hardest, most paranoid voyage. Mutineers can flip Crew.
Every player boards free with a code from their host. The Captain's Pass — one payment, yours forever — unlocks every mode, every pack, and crews of sixteen for whoever runs the table.