6 to 25 players plus 1 host90 minutes to 3 hoursAges 12 and upPrint at home: PDF in US Letter and A4Colour and Printer-Friendly editions
Trust No One is a hidden role party game for Halloween night. Every guest gets a secret role: most are honest Lantern Keepers, but a few are the Masked, who blend in and snuff out one lantern every night. Fun Halloween challenges, heated debates and a final vote decide who walks away with the Lantern Purse.
Host Guide (21 pages): rules, word-for-word scripts for every phase, timing plans for 90, 120 and 180 minutes, tips and FAQ
36 role cards with matching backs: 27 Lantern Keepers, 8 Masked, 1 Lantern Seer
One-page Player Rules for the guests
One-time payment · instant download · not a subscription
Trust No One is a hidden role party game: at the start, every guest secretly receives a role card and keeps it to themselves. Most players are Lantern Keepers, the honest villagers of Hollow Lane. Hidden among them are a few Masked players who know each other and pretend to be honest. Nobody else knows who they are, and that is where the fun begins.
The game is played in short rounds. Each round, the group plays a quick Halloween challenge, then everyone talks, asks questions, accuses and defends. At the end of the talk, the group votes, and the player with the most votes is cast out and shows their role. At night, while everyone else closes their eyes, the Masked choose one lantern to snuff out. Players who are out become Wisps with small missions, so nobody sits around bored.
You do not need to have played a game like this before. The host does not play: they read from a word-for-word script, keep time and count the votes. The rules for guests fit on one page, and the host guide explains everything else, from setup to the final reveal.
How a round works
Dawn. The host tells the village whose lantern went dark during the night. That player becomes a Wisp.
Trial. A quick Halloween challenge such as a word scramble, riddles or charades. The winners earn a Charm that keeps them safe for one night and add coins to the Lantern Purse.
Lantern Council. Everyone talks, accuses and defends, then votes. The player with the most votes is cast out and their role is revealed.
Nightfall. The Masked secretly choose one lantern to snuff out: with eyes closed, with folded notes or by phone message.
Last Light. When only 4 or 5 players are left, everyone secretly chooses to end the night or cast out once more. If a Masked player is still standing when the night ends, the Masked take the Purse.
The roles
Lantern Keeper. The honest majority. Keepers do not know anyone's role. They win when every Masked player has been cast out.
The Masked. The hidden deceivers. They know each other, blend in, steer the votes and snuff out one lantern each night.
Wisp. A player who is out. Wisps stay in the game with a small mission card and never give away a secret.
Lantern Seer (optional). A Keeper with a gift: once each night, the Seer learns whether one player is Masked. For experienced groups.
What is in the PDF
Host Guide (21 pages): rules, word-for-word scripts for every phase, timing plans for 90, 120 and 180 minutes, tips and FAQ
One-page Player Rules for the guests
36 role cards with matching backs: 27 Lantern Keepers, 8 Masked, 1 Lantern Seer
Trial Book with 14 Halloween challenges and answers (host only)
11 Trial sheets: word scramble, riddles, spot the difference, memory tray, quiz, secret code and word slips
Envelope labels, Mask Circle slips, Lantern Council ballots, Night Notes and Last Light voting cards
12 Charm tokens and 60 Lantern Purse coins
18 Wisp mission cards and big reveal cards
Game Tracker for the host
Fill-in invitations, name tags, 6 table signs and winner certificates
Read Me First guide, Colour and Printer-Friendly editions, US Letter and A4
How to host it
Read the Host Guide once (about 20 minutes) and find your group size in the role table.
Print the role cards and pages for your group, then cut and fold the cards.
Pick your night method: eyes closed, folded notes or phone messages.
Deal the roles into named envelopes and note them on your Game Tracker.
Choose five or six Trials, print one sheet per team and set out the chairs, Charms and Purse.
Great for
Halloween party · Class party · Youth group · Office party · Birthday party · Large family gathering
A look inside
Questions
How many players do I need?
From 6 to 25 players, plus one host who runs the game and does not play. The role table in the Host Guide tells you how many Masked to use for your group.
How long does a game take?
Plan 90 minutes to 3 hours. The Host Guide has timing plans for 90, 120 and 180 minutes, and you can start the final phase at any time. Small groups often play two games in one evening.
What ages is it for?
Ages 12 and up. It is a hidden role game without violence: lanterns go dark and players become Wisps. Younger children can join as Wisps or team up with an adult.
We find closing our eyes awkward. Is there another way?
Yes. Besides the classic eyes-closed night, you can play with folded Night Notes that everyone hands in during a short break, or with phone messages to the host.
Does the host play?
No. In a hidden role game someone has to know every role, so the host reads the scripts, keeps time and counts the votes. Take turns being host if you play again.
How many Masked players are there?
1 Masked for 6 to 8 players, 2 for 9 to 17, 3 for 18 to 23 and 4 for 24 or 25. We tested the table in 20,000 simulated games per group size, and neither side wins more than about 60% of the time.
What if someone has to leave early?
They show the host their card, the host reveals their role, and they leave as a Wisp. The game carries on without any changes.
What do I print, and on which paper?
Everything comes as PDF files in US Letter and A4, in a Colour edition and a low-ink Printer-Friendly edition. Print single-sided. The Host Guide lists exactly which pages to print for your group size.
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