Об игре Dead Man's Crown
ONE NIGHT. A COURT OF LIARS. ONE FINAL ACCUSATION.
The crown casts a long shadow. Around the council table, every face hides a secret, every promise has a purpose, and even the truth can lead you astray.
Dead Man’s Crown is a gothic social deduction game of hidden roles, deception, and shifting identities. During the night, players use secret abilities to gather information or change the balance of power. When the court awakens, you must untangle conflicting stories, defend your claims, and decide whom to condemn.
But there is a dangerous complication: the role you began with may no longer be yours.
Your knowledge may be outdated. Your allies may have changed. And the player you are trying to expose might now be fighting for the same side as you.
TAKE YOUR SEAT AT THE COUNCIL
Each round begins with a secret role and only a fragment of the truth.
Some members of the court seek to uncover the darkness hiding among them. Others survive through misdirection, protecting their allies and steering suspicion toward the innocent. Certain roles pursue their own objectives, turning an apparently obvious accusation into a costly mistake.
Your role gives you a starting point—not the complete story.
Study what you know. Decide what to reveal. And remember that everyone else is making the same calculation.
WHEN NIGHT FALLS, IDENTITIES SHIFT
While the court sleeps, hidden abilities shape the coming confrontation.
Depending on your role, you may learn another player’s identity, inspect cards at the center of the table, or exchange cards without everyone knowing what has changed. Each action adds another piece to a puzzle that no single player can see in full.
Information has a history. A card seen early in the night may have moved before dawn. An honest account can be accurate about the past and dangerously wrong about the present.
To understand where everyone stands, you must work out both what happened and when it happened.
DAWN BRINGS QUESTIONS, NOT ANSWERS
When the night ends, the council opens its debate.
Who claims to have seen your card? Who admits to making an exchange? Why do two players tell incompatible stories? Is someone withholding useful information—or waiting for a liar to commit to a mistake?
Compare accounts, challenge assumptions, and reconstruct the night together. Or exploit the confusion to build a story that serves your own side.
You can tell the truth, reveal only part of it, or bluff from the very first word. Each approach carries a risk. Share too much and you may help your opponents. Share too little and the court may turn against you.
MAKE YOUR CASE. DISMANTLE THEIRS.
A convincing accusation takes more than pointing a finger.
Use the order of night actions to test a claim. Ask another player to explain a contradiction. Offer a piece of information and watch how the table responds. Sometimes the most revealing moment comes when someone changes their story.
But confidence is not proof.
An uncertain player may be telling the truth. A helpful voice may be guiding the council toward disaster. And a suspicious claim may come from someone who wants to be accused.
The challenge is not simply to find a liar. It is to understand what each player stands to gain.
YOUR FINAL ROLE CHANGES EVERYTHING
In Dead Man’s Crown, your allegiance is determined by the card you hold at the end of the night—not necessarily the one you first received.
You might begin with one objective and discover that an unseen exchange has given you another. The player you trusted could become your enemy. A carefully prepared bluff could suddenly work against you.
That uncertainty makes every discussion a balancing act. You are investigating the other players while also trying to understand your own place in the court.
Before you decide whom to trust, ask yourself a harder question:
Do you still know who you are?
ONE FINAL VOTE
Discussion cannot last forever.
When the time comes, every player must choose whom to accuse. All the claims, doubts, alliances, and deceptions lead to this decision.
Then the cards are revealed.
Discover who held each role, see which accusations found their mark, and learn whether the court uncovered the truth or helped its enemies prevail. A confident majority can still be wrong—and a seemingly disastrous outcome may be exactly what one player wanted.
STAY INVOLVED UNTIL JUDGMENT
There are no repeated daytime elimination rounds that leave you watching while everyone else continues.
Every player remains part of the discussion until the final vote. Whether you hold a powerful clue or know almost nothing, your questions, claims, and decisions can influence the outcome.
The round follows a focused arc: receive your role, survive the uncertainty of the night, debate the evidence, and pass judgment.
Then return to the table with a new identity and another chance to outwit the court.
CHANGE THE ROLES. CHANGE THE GAME.
Different role combinations create different problems to solve.
An information-rich court rewards careful comparison and precise claims. More exchanges make identities harder to trace. Unusual objectives force everyone to reconsider what suspicious behavior really means.
As you learn the roles, you will discover new ways to test stories, disguise your intentions, and turn another player’s assumptions against them.
Knowing the rules is only the beginning. Knowing how your opponents think is another matter entirely.
ENTER A GOTHIC COURT
Illustrated role cards, shadowed interiors, antique gold details, and crimson accents bring the court’s uneasy atmosphere to life.
An atmospheric soundtrack accompanies the tension as private knowledge gives way to public accusation. The setting is regal, but the struggle around the table is personal: your word against theirs, your evidence against their explanation.
Behind the ceremony and ornament lies one simple question.
Who will the council believe?
FEATURES
• Hidden identities: Begin each round with a secret role and an incomplete view of the court.
• Distinct role abilities: Gather information, exchange cards, or pursue objectives that change how you approach the discussion.
• Shifting allegiances: Work out your final identity before committing to a strategy.
• Player-driven deduction: Build your case from claims, contradictions, and the order of events.
• Bluffing and misdirection: Conceal the truth, invent a role, or use honest information to earn dangerous trust.
• One night, one judgment: Experience a complete conflict built around secret actions, open debate, and a decisive vote.
• No early elimination: Stay involved in the conversation through the final accusation.
• Varied role combinations: Discover new interactions and strategies as the composition of the court changes.
• Gothic presentation: Enter a world of illustrated cards, candlelit intrigue, and atmospheric music.
THE CARDS WILL REVEAL THE TRUTH.
MAKE SURE THE COURT BELIEVES YOU BEFORE THEY DO.