partygame.

Guide

Social deduction games

Some players secretly work against the rest, and the table has to find them by talking. Every social deduction game is a variation on that; they differ in how much you know, whether you can be knocked out, and whether someone has to run it.

Three questions that sort them

Does someone have to run it?

Werewolf and Blood on the Clocktower need a moderator or Storyteller; most others don't.

Can you be knocked out?

Werewolf and Coup eliminate players; Avalon, The Resistance and one-night games keep everyone in.

How long is it?

From ten minutes (one-night games) to two hours (Blood on the Clocktower).

Four on your phones

  1. Play it here

    Oath & Dagger

    Hidden Good and Evil teams, mission votes, and the Assassin's last shot at Merlin.

    Players
    5–10
    Length
    30–45 min
    You need
    A phone each; a big screen is optional
    Who runs it
    The phones (voice host or screen guide)
    Knocked out?
    No

    Good for A first proper social deduction game.

    Not for Fewer than 5 players.

    Play Oath & DaggerAbout Oath & Dagger →

  2. Play it here

    Crosscurrent

    A Captain and Partner pass plans in secret and may lie about them; find the hidden Mastermind.

    Players
    5–10
    Length
    30–45 min
    You need
    A phone each; better with a big screen
    Who runs it
    The phones (voice host or screen guide)
    Knocked out?
    Expelled players watch

    Good for Groups who have played Oath & Dagger and want more lies.

    Not for A quick game.

    Play CrosscurrentAbout Crosscurrent →

  3. Play it here

    Moon & Mask

    One night, one vote, and your own card may change before dawn.

    Players
    3–10
    Length
    10–15 min
    You need
    A phone each; a big screen is optional
    Who runs it
    The phones (voice host or screen guide)
    Knocked out?
    No: one vote ends the game

    Good for Ten-minute games for 3–10.

    Not for Many rounds of deduction.

    Play Moon & MaskAbout Moon & Mask →

  4. Play it here

    Undercover

    A secret word each, one close word among them, and a vote to find it.

    Players
    4–10
    Length
    5–15 min
    You need
    A phone each; a big screen is optional
    Who runs it
    The phones
    Knocked out?
    Yes in Classic; out players watch

    Good for Newcomers: the easiest to explain.

    Not for Groups who want roles and powers.

    Play UndercoverAbout Undercover →

The classics in a box

  1. Board game

    Werewolf / Mafia

    The classic: secret roles, a moderator runs the nights, and the village votes someone out each day.

    Players
    Usually 8 or more
    Length
    30–90 min
    You need
    Role cards, or paper slips
    Who runs it
    A moderator who doesn't play
    Knocked out?
    Yes

    Good for Big groups with a confident moderator.

    Not for Players who don't want to sit out after an early elimination.

  2. Board game

    The Resistance

    Resistance against spies; the mission game Avalon grew from.

    Players
    5–10
    Length
    About 30 min
    You need
    Cards and tokens
    Who runs it
    Nobody
    Knocked out?
    No

    Good for Groups who want the plainest mission game.

    Not for Groups who enjoy special roles.

  3. Board game

    Blood on the Clocktower

    A deep hidden-role game: every player has a unique ability and the Storyteller runs the nights.

    Players
    5–20, plus a Storyteller
    Length
    30–120 min
    You need
    The box (grimoire, tokens)
    Who runs it
    A Storyteller who doesn't play
    Knocked out?
    Yes, but the dead still talk and keep one vote

    Good for Experienced groups and long evenings.

    Not for A quick game or a group without a willing Storyteller.

  4. Board game

    Coup

    Claim any role to take its action and call other players' bluffs; lose both cards and you're out.

    Players
    2–6
    Length
    About 15 min
    You need
    Cards and coins
    Who runs it
    Nobody
    Knocked out?
    Yes

    Good for Small groups of bluffers.

    Not for Groups who dislike elimination.

  5. Board game

    Two Rooms and a Boom

    Two teams split across two rooms, trading hostages until the bomber and the president end up together or apart.

    Players
    6–30
    Length
    About 7–20 min
    You need
    Cards and two rooms
    Who runs it
    Nobody (a timer)
    Knocked out?
    No

    Good for Very big groups and events.

    Not for A single small room.

Questions

What is the best social deduction game for beginners?

Undercover on your phones has the fewest rules. If nobody should be knocked out, Oath & Dagger on your phones, or The Resistance in a box.

What is the difference between social deduction and hidden role games?

Mostly none: a hidden-role game gives players secret roles, and social deduction is working out those roles by talking.

Everyone in the same room?

partygame is for playing face to face, not online matchmaking: each phone keeps your secret and counts the votes, the talking happens at the table. Open a table in the browser, free, no app.

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