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Possess Me, Satan cards
Possess Me, Satan cover
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Possess Me, Satan components

Possess Me, Satan (2026)

Số người chơi
5–16
Tốt nhất: 6 người
Thời gian chơi
20–60 phút
Độ tuổi
16+
6.49
Điểm trung bình
329
Lượt đánh giá
1.75/5
Độ phức tạp
#10598
Hạng BGG
Ngoài top 5.000
Tác giả:Skyler Hardegree, Spencer Hardegree
Nhà phát hành:Falling Whale Games
Điểm trung bình, lượt đánh giá, độ phức tạp và hạng lấy từ BoardGameGeek (BGG).
Hồ sơ game
  • Game này: Chiến thuật 5, May rủi 5, Tương tác 10, Độ phức tạp 3.5, Chủ đề 9
Chiến thuật5.0
May rủi5.0
Tương tác10.0
Độ phức tạp3.5
Chủ đề9.0

Chiến thuật, may rủi, tương tác, độ phức tạp và chủ đề của game này.

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

Giới thiệu

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

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