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10 or 12 players · Hidden roles · F$15 entry

Dead By Dawn

Survive the night. Find the Slashers hiding at camp.

Enroll in Dead By Dawn

How Dead By Dawn Works

The game starts at Night 1 once all seats in your selected 10- or 12-player lobby are filled and everyone confirms they are ready. Every player receives a secret role, and the cast cycles Night 1 -> Day 1 -> Night 2 -> Day 2 until one side wins.

Campers need to expose and eliminate every Slasher, including Psycho. Slashers win when their living team, including Psycho, equals or outnumbers the living Camper team.

Two Cast Sizes

Choose 10 or 12 players when enrolling. Each version has its own fixed role lineup.

Hidden Roles

Your role is private. Slashers know each other, while Campers have to work out who is lying.

Fast Phases

Night lasts 2 minutes. Day lasts 10 minutes, unless every living voter submits early and there is no tie.

Mafia Pass Game

A Mafia Pass makes you eligible for Fame and Fortune rewards. Playing without a pass still counts toward Mafia Score.

Roles

10 players: 2 Slashers, 1 Psycho, 1 Cop, 1 Psychic, 1 Reporter, and 4 Campers.

12 players: 3 Slashers, 1 Psycho, 1 Cop, 1 Psychic, 1 Virgin, 1 Hottie, and 4 Campers. There is no Reporter in this version.

Camper

You came to camp for sunshine, friendship bracelets, and maybe one unforgettable summer romance. Instead, there's a murderer in the woods. Possibly several.

By day, work with your fellow campers to expose the Slashers hiding among you before somebody else ends up face-down in the canoe lake.

You win when every last Slasher has been eliminated.

Slasher

Congratulations! Beneath that charming camp smile lurks the heart of a cold-blooded, completely unhinged killer.

Every night, you and your fellow Slashers gather in secret to choose one unlucky camper for a very permanent trip home. By day, smile sweetly, act innocent, and make sure nobody suspects that the screams coming from Cabin 6 were your fault.

You win when the Slashers equal the number of Campers left alive.

Psychic

You always knew there was something strange about this camp. The whispers in the trees. The faces in your dreams. The unmistakable psychic vision that Trevor from Archery is hiding something horrible.

Each night, your mysterious powers allow you to uncover one player's true role. But beware: the spirits are not subtle, and every glimpse beyond the veil risks exposing your secret to the entire camp.

You win when every last Slasher has been eliminated.

Reporter

You didn't come to camp for arts and crafts. You came for the story of the century.

Posing as an ordinary camper, you can secretly listen in on the Slashers' sinister conversations and read their hidden messages, without knowing exactly which murderous maniac is doing the talking. But journalism is a dangerous business, and the more you snoop, the greater the chance that your cover gets blown.

You win when every last Slasher has been eliminated.

Cop

The badge is hidden. The shorts are humiliating. And somewhere in this camp, killers are on the loose.

You're an undercover cop posing as just another happy camper. Each night, you can secretly protect one other player from the Slashers. You cannot protect yourself. If they're targeted, their would-be murder ends in a dramatic escape instead. But play the hero too often, and people may start wondering why you're so suspiciously good at stopping murders.

You win when every last Slasher has been eliminated.

Psycho

Part of the Slasher team in both versions. Each night, join the kill vote and separately choose a Camper and guess their exact role. At the next day’s start, a private message tells you whether your guess was correct.

You count as one Slasher toward your team’s total. With 2 Slashers, 1 Psycho, and 3 Campers left alive, the Slasher team has 3 against 3 and wins.

You win when living Slashers, including Psycho, equal or outnumber living Campers.

Virgin

A Camper-team role in the 12-player version. You have one extra life total: survive the first successful Slasher attack or daytime execution. Once used, the next successful kill eliminates you normally.

You win with the Campers.

Hottie

A Camper-team role in the 12-player version. Your daytime camp-meeting vote counts as two votes.

You win with the Campers.

Night and Day

Actions are timed, but a clear vote can end a phase early once every required living player has acted.

Phase Timer Chat What Happens
Night 2 minutes Camp chat closed Slashers and Psycho vote to kill. Psycho also guesses a Camper’s role, Cop protects, Psychic reads a role, and the 10-player version’s Reporter can snoop on Slasher chat.
Day 10 minutes Camp chat and private messages open Everyone alive votes for one suspect. The top vote-getter is killed and their role is revealed.
Ties Full timer Phase stays open A tied vote causes no death, but only after the timer runs out so players can change votes first.

Chats and Secrets

Dead By Dawn changes what each player can see based on phase and role.

Camp Chat

Living players can talk in camp chat during the day. At night, camp chat is closed. Eliminated players can still read it and talk in Dead Chat.

Slasher Chat

Slashers can talk in secret at night and can see each Slasher kill vote as it changes.

Reporter Snoop

The Reporter can view Slasher chat at night, but the speakers show as anonymous and the Reporter cannot talk there.

Dead Chat

Eliminated players have their own chat during both day and night. Only dead players can read and send messages there. You can still follow camp chat, but cannot message living players, vote, or use role actions.

Private Messages

Private messages between living players are available during the day and disabled at night.

Game record

Win rates & payouts

Entry is F$15. The 10-player and 12-player versions have separate win rates and payout scales. Each eligible player on the winning side receives the full reward for their version.

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10-player rewards · 10-player win-rate group

Loading current win rates and rewards…

Each version’s first 50 completed games uses a 50% payout rate: F$60 plus 10 Fame for 10-player winners, or F$60 plus 12 Fame for 12-player winners. Starting with that version’s game 51, its own historical win rates set the rewards. The losing side receives 0, and playing without a Mafia Pass still affects Mafia score but earns no payout.

Dead By Dawn FAQ

Short answers for the slasher-camp rules.

How do Slashers win?

Slashers win when the number of living Slashers is equal to or greater than the number of living Campers. Psycho counts toward the living Slasher total: 2 Slashers plus 1 Psycho against 3 Campers is a Slasher win. Cop, Psychic, Reporter, Virgin, and Hottie count as Campers.

How do Campers win?

Campers win when every Slasher, including Psycho, has been eliminated.

What happens when someone dies?

They are out of the game, their avatar turns dead-styled in the cast grid, and their role is revealed to everyone.

Can dead players talk?

Yes. Eliminated players can talk to each other in Dead Chat during both day and night. Living players cannot read these messages. Dead players can still read camp chat, but cannot message living players, vote, or use role actions.

Can the Reporter talk to Slashers?

No. The Reporter can snoop on Slasher chat at night, but messages appear anonymous and the Reporter cannot speak there.

When does a phase end early?

A phase can end early once every required living player has submitted and there is a clear result. Ties wait for the full timer.

7 players · Hidden roles · F$15 entry

Gunsmoke & Garters

Seven players enter a frontier town split between the Townies and the secret Outlaws. The day is for discussion, voting, and gunfire; the night belongs to special roles and the Outlaw faction.

Enroll in Gunsmoke & Garters

Roles

The Town

Gunsmith

Gives one player a single-use gun each night.

You win when every member of the Outlaw team has been eliminated.

Cop

Investigates one player's faction each night.

You win when every member of the Outlaw team has been eliminated.

Townie

Has no night action and hunts the Outlaws by day.

You win when every member of the Outlaw team has been eliminated.

The Outlaws

Harlot

Distracts a Townie-aligned player and votes on the Outlaw kill.

You count toward the Outlaw total. You win when living Outlaws equal or outnumber living members of the Town.

Outlaw

Votes with the Harlot to choose the nightly victim.

You win when living Outlaws, including the Harlot, equal or outnumber living members of the Town.

Night Order

  1. Harlot distracts.
  2. Outlaws choose their kill.
  3. Gunsmith gives a gun.
  4. Cop investigates.

Guns

A gun may be fired during the day. It is consumed immediately, kills the target, and has a 50% chance to reveal the shooter.

Winning

Townies win when every Outlaw is dead. Outlaws win when they equal or outnumber the remaining Townies. Direct private messages are disabled, while the Harlot and Outlaw retain their shared night chat.

Town record

Win rates & payouts

Entry is F$15. The chart shows every completed Gunsmoke & Garters game, and the current reward is paid in full to each eligible player on the winning side.

Loading town record…

The first 50 games use a 50% payout rate. Starting with game 51, each side’s historical win rate sets its reward. The losing side receives 0, and playing without a Mafia Pass still affects Mafia score but earns no payout.

9 players · Hidden roles · F$15 entry

Robicheaux

Nine souls enter a candlelit New Orleans struggle. The Witches must expose the hunters hiding among them before the Witch Hunters seize control of the coven.

Enroll in Robicheaux

The coven and the hunters

The Witches

Witch ×3

No special action. Discuss, deduce, and vote out every Witch Hunter.

You win when every member of the Witch Hunter team has been eliminated.

The Supreme

Once per game, snaps their fingers during the day to kill a player publicly.

You win when every member of the Witch Hunter team has been eliminated.

Jazzman

Visits nightly. A listener who stayed home hears three names, at least one a Witch Hunter.

You win when every member of the Witch Hunter team has been eliminated.

Diviner

Chooses a player nightly. When the Diviner dies, the latest chosen role is revealed.

You win when every member of the Witch Hunter team has been eliminated.
The Witch Hunters

Witch Hunter

Votes with the hunters each night to kill a Witch-aligned player.

You win when living Witch Hunters, including the Gravedigger and Conjurer, equal or outnumber living members of the coven.

Gravedigger

Once per game, chooses Yes or No to bury that night’s Witch Hunter victim. A successful burial hides the role and reveals it privately to the Gravedigger.

You count toward the Witch Hunter total. You win when living Witch Hunters equal or outnumber living members of the coven.

Conjurer

Attempts to block one Witch-aligned player’s night action while also joining the kill vote. The Diviner is immune, and No One means the Conjurer stays home.

You count toward the Witch Hunter total. You win when living Witch Hunters equal or outnumber living members of the coven.

Night order

  1. The Conjurer’s block takes effect.
  2. The Witch Hunters resolve their shared kill vote.
  3. The Gravedigger may conceal that victim.
  4. The Jazzman and Diviner resolve their visions and songs.

A Witch Hunter can receive the Jazzman’s song only after voting for No One. The Conjurer must also conjure No One, and an unused Gravedigger burial must be set to No.

How a side wins

Witches

Win when every Witch Hunter has been eliminated.

Witch Hunters

Win when their living numbers equal or exceed the living Witches.

Day

Living players discuss and cast public votes. The plurality target is killed once every ballot is in or time expires.

The Supreme

The snap is separate from the day ballot and always reveals The Supreme as its source.

Coven record

Win rates & payouts

Entry is F$15. The chart shows every completed Robicheaux game, and the current reward is paid in full to each eligible player on the winning side.

Loading coven record…

The first 50 games use a 50% payout rate. Starting with game 51, each side’s historical win rate sets its reward. The losing side receives 0, and playing without a Mafia Pass still affects Mafia score but earns no payout.

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The Socipic field guide · A Mafia game

Secret H*tler

A secret role. A public vote. A government you might regret.

In this game of political deception, the Liberal majority must work out who to trust. Hidden Fascists share the table, and one of them is Hitler. Elect governments, pass policies, and watch what people do—not just what they claim.

5–10 players2 minutes per actionF$15 entry
Enroll in Secret H*tler

Your first game

Two sides. Four ways to win.

Liberals

Enact 5 Liberal policies
or execute Hitler.

Fascists

Enact 6 Fascist policies
or elect Hitler as Chancellor once at least 3 Fascist policies are on the board.

Hitler belongs to the Fascist team and shares its win conditions and rewards.

  1. Join a table. Enroll from Play. Join an open SH table, or choose 5–10 seats when starting a new one. When the table fills, everyone has 30 seconds to click I’m ready. Roles are dealt only after everyone confirms. Pregame chat stays open while you wait.
  2. Check your role. Hover your own portrait to peek, or tap it. Keep your role secret. The site deals roles and shows only the information your role is allowed to know.
  3. Talk, vote, and follow the prompts. Read the status panel beside chat. The President nominates a Chancellor; everyone alive votes. An elected government chooses a policy.

Who knows what?

Your role is private.

Liberals know only their own role. Ordinary Fascists know the other Fascists and Hitler. At 5–6 players, Hitler also knows the ordinary Fascist. At 7–10 players, Hitler does not know their teammates.

Starting roles by table size
PlayersLiberalsFascistsHitler
5311
6411
7421
8521
9531
10631

“Fascists” in this table means ordinary Fascists; Hitler is counted separately.

Follow the government

One round, step by step.

  1. Nominate. The presidency rotates through the living players. The President chooses another eligible player as Chancellor.
  2. Vote. Choose Ja! to approve the pair or Nein! to reject it. You can change your ballot until voting closes. Votes reveal together once everyone has voted. A strict majority of living players must approve; a tie fails.
  3. Check the Chancellor. With 3 or more Fascist policies already enacted, electing Hitler ends the game immediately in a Fascist victory. The site checks this automatically.
  4. Pass a policy. The President privately receives 3 policies and discards 1. The Chancellor receives the remaining 2 and chooses 1 to enact. The other is discarded. The deck begins with 6 Liberal and 11 Fascist policies; the site shuffles and replenishes it.
  5. Use any power. If the new Fascist policy grants a presidential power, the President must use it. Otherwise, the next round begins.
Who can be nominated as Chancellor?

The last elected President and Chancellor are normally ineligible. With 5 or fewer living players, only the last elected Chancellor is excluded. These limits follow the last successful government, not a failed nomination. They restrict the Chancellorship, not the presidency; the site shows eligible targets.

What happens after three failed governments?

A failed election advances the election tracker. At 3, the site enacts the top policy automatically. Its executive power is skipped, but it can still complete a winning policy track. The tracker resets and previous term limits clear. Any enacted policy resets the tracker.

Can I lie about my role or policies?

Yes. Bluffing about your role, policy hand, or investigation is part of the game. Other players see the enacted policy, not the discarded cards. Keep hidden cards private and use chat to make your case. The site automatically resolves game-ending Hitler checks.

Power comes at a price

The President’s powers.

Only marked spaces on the Fascist board grant powers. They apply to the President regardless of faction, are used once, and cannot be saved for later.

Investigate loyalty

Privately learn another player’s party: Liberal or Fascist. Hitler appears as Fascist, not as a special role. A player cannot be investigated twice.

Special election

Choose another living player for a one-off presidential turn. Normal Chancellor eligibility still applies. Afterward, the usual rotation resumes after the President who called it.

Policy peek

Privately see the top 3 policies. Their order stays the same; none are discarded.

Execution

Eliminate another living player. Executing Hitler wins for the Liberals immediately. Anyone else’s faction stays secret. Eliminated players cannot vote or hold office.

Power unlocked by each Fascist policy
Policy5–6 players7–8 players9–10 players
1——Investigate
2—InvestigateInvestigate
3Policy peekSpecial electionSpecial election
4ExecuteExecuteExecute
5Execute + veto unlockedExecute + veto unlockedExecute + veto unlocked
6Fascists win
How does veto work?

After the fifth Fascist policy, the Chancellor can request a veto instead of enacting a policy. If the President agrees, both remaining policies are discarded, the election tracker advances, and the presidency moves on. If the President refuses, the Chancellor must enact one. An accepted veto can trigger the tracker’s automatic policy.

Built for this table

Chat, timers, and staying in.

  • Ready check. A full table starts a 30-second ready check, matching the other Mafia games. Players who do not confirm are removed and receive their entry fee and used Mafia Pass back. Ready players keep their seats; everyone confirms again when the table refills. Leaving during the check cancels it.
  • Two minutes per action. The countdown beside Government Chat shows the current deadline. During voting, a coral spinner marks players who still need to vote.
  • After time runs out: players who have completed their action can vote to kick a holdout. It takes 3 votes with 5+ living players, 2 with 4, or 1 with 3 or fewer. Reaching that threshold starts a final 10-second grace period. Acting in time avoids the veg; otherwise the game is voided.
  • Follow the conversation. Chat continues from pregame through every round. Left-aligned game updates appear alongside the conversation. Scroll back to reread, then use Jump to latest to catch up.
  • After execution: you can still follow the game and speak in dead chat. Living players cannot read those messages. You still share your faction’s result and can receive its winning payout.
  • After the game: everyone has 60 seconds of end-game chat before it closes.
  • Player profiles: click a username to open that player’s profile in a new tab.

Same Mafia payout system

Win together. Get paid individually.

Entry costs F$15. A Mafia Pass makes you eligible for rewards. Every eligible player on the winning faction receives the full reward, including executed teammates and Hitler when the Fascists win. The losing faction receives 0.

Playing without a Mafia Pass earns no Fame or Fortune payout, but still contributes to Mafia Score under the usual ranking rules. Vegged and deranked games are excluded.

Show rewards for a table of

Loading current win rates and rewards…

Win rates are shared within 5–6, 7–8, and 9–10 player groups. Each group’s first 50 completed games uses a 50% payout rate: F$60 plus Fame equal to the table size for each eligible winner. From game 51, that group’s historical faction win rates set the rewards. Fame still uses your actual starting table size.

The payout formula

For a faction with payout rate r, Fortune per winner is 120 × (1 − r). Fame is table size × √((1 − r) ÷ r), capped at 20. Amounts round to two decimal places. A 0% rate gives F$120 and 20 Fame; a 100% rate gives 0. Rewards are calculated when the game settles using prior completed games, so the current display can change before your game ends.

What happens to entry fees and passes if someone vegs?

A veg voids the game: no payouts, no win-rate result, and no Mafia Score result. Non-vegged players receive their Mafia Pass back. Entry fees are retained, matching the other Mafia games.

A little table sense.

A Fascist policy can come from the President, the Chancellor, or an unlucky draw. Compare claims across rounds before deciding whom to trust. Investigations reveal party loyalty, not Hitler. Once 3 Fascist policies are down, your Chancellor vote can end the game—choose carefully.

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