MUTINY
A Game of Treachery on the High Seas

MUTINY

“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.

25 Roles 7 Play Packs 3 Voyage Modes Free to Join, Always
↓ The Voyage Begins ↓
How a Voyage Unfolds

Four Watches to a Day

Every day at sea turns through the same wheel — until the mutineers are found, or the crew runs out of dawns.

1

Dawn

The narrator reads the night’s toll. Who was lost — and what role flips face-up with them.

2

Day

Argue, accuse, defend. Somebody at this table is lying, and the clock is running.

3

The Plank

Nominate and vote — sealed until the verdict. The crew’s judgment sends one soul over the side.

4

Night

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.

The Souls Aboard

Twenty-Five Roles. Three Loyalties.

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.

Captain
★ Crew

Wears the hat. Vote counts twice. Killing them is expensive.

Diviner
★ Crew

Reads the omens. The wind, gulls and waves whisper truth.

Medic
★ Crew

One dose of medicine. One chance to use it.

Gunner
★ Crew

One cannon shot. Public after firing.

Crow's Nest
★ Crew

The lookout above. Hunts the delegate.

Quartermaster
☠ Mutineer

The conspiracy's voice.

Mole
☠ Mutineer

Wears a sailor's uniform. The Captain's flag is for show.

Saboteur
☠ Mutineer

Plants the seed of suspicion in the wrong garden.

Whisperer
☠ Mutineer

The conspiracy's diplomat.

Tanner
◆ Neutral

A tiresome stowaway nobleman. Wants the plank.

… and fifteen more souls below decks

Choose Your Voyage

Three Routes to Port

Every voyage has a different shape. Pick the one that suits your crew.

Quick Sail
4

Short Voyage

4 days at sea

A fast, punchy game. No treasure track.

  • Players5 – 8
  • Day Phase4 min
  • Night Phase1.5 min
  • Estimated15 – 25 min
Flagship
7

Long Voyage

7 days at sea

The flagship. Full role roster, treasure on the move.

  • Players8 – 16
  • Day Phase7 min
  • Night Phase2 min
  • Estimated45 – 75 min
Paranoid
7

Recruitment

7 days at sea

The hardest, most paranoid voyage. Mutineers can flip Crew.

  • Players8 – 14
  • Day Phase7 min
  • Night Phase2.5 min
  • Estimated60 – 90 min
Articles of Agreement

Joining Is Always Free

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.