Table Town
TABLE TOWN
Tabletop community
Home · Hot games · Party Games
devil hand grabbing box
Possess Me, Satan cards
Possess Me, Satan cover
box on table
Possess Me, Satan components

Possess Me, Satan (2026)

Players
5–16
Best: 6
Playing time
20–60 min
Age
16+
6.49
Average rating
329
Ratings
1.75/5
Weight
#10598
BGG rank
Outside top 5,000
Designer:Skyler Hardegree, Spencer Hardegree
Publisher:Falling Whale Games
Average rating, ratings count, weight and rank are sourced from BoardGameGeek (BGG).
Game DNA
  • This game: Strategy 5, Luck 5, Interaction 10, Complexity 3.5, Theme 9
Strategy5.0
Luck5.0
Interaction10.0
Complexity3.5
Theme9.0

This game's strategy, luck, interaction, complexity and theme.

BluffingHorrorParty GameDeductionMature / AdultVotingTeam-Based GameRole PlayingPlayer EliminationTraitor GameOnce-Per-Game AbilitiesHidden RolesDeduction

Overview

In Possess Me, Satan, each ghost hunt is guided by your host and moderator, Satan. At the start of the game, one player takes on one of Satan’s powerful host roles, gaining special moderation abilities that can shape the flow of the night. Every other player is dealt a secret role card, becoming an Investigator, Evil Agent, Loner, or Chaotic character. Each with their own unique goals and abilities. Hidden among them, one unlucky soul has already been possessed, secretly becoming the Ghost.

Whenever Satan “turns out the lights,” all players close their eyes as the night phase begins. One by one, Satan calls on players to activate their abilities, if they have one. Investigators gather clues and hunt for the possessed player. Evil Agents work in the shadows to protect the Ghost and mislead the group. Loners pursue their own secret objectives, often helping or hurting either side depending on what benefits them most. Chaotic roles have no true allegiance, living only to stir paranoia, confusion, and madness. And somewhere in the darkness, the Ghost chooses who lives… and who dies.

When the lights come back on, Satan reveals who was killed during the night, if anyone. The surviving players, along with the dead, are free to share information, make accusations, and defend themselves. But in a game of lies, manipulation, and hidden agendas, can anyone truly be trusted? At any point during the day, the living players may call for an exorcism vote. If the majority agrees, the accused player is eliminated from the hunt.

The Investigators win by identifying and exorcising the Ghost before it’s too late. The Ghost and its Evil Agents claim victory if its just the Ghost and one other player, or if only evil is left in the hunt. Loners win by completing their personal objectives, no matter who survives. Chaotics may not have a victory condition at all, but that rarely stops them from turning the table upside down. Use logic, deception, deduction, and your special abilities to survive the night… or become part of the haunting.

—description from the publisher

Not available yet

Player reviews, retailers/pricing and rules videos have no real data source for this game yet.

View on BoardGameGeek ↗

Discussions

BGGView discussions on BoardGameGeek

Be the first to discuss

Reviews

No reviews yet
to write a review.