Twisted Night – A game of deceit and self-discovery.

In Twisted Night, you are one our six characters, five of which are human, and one which is a monster. The twist is that you are only aware of what you are, everyone else is a mystery.

The Rules:

  • The key element of Twisted Night is deceit and lack of trust. Each played is handed a white Identity Card at the beginning of the game that determines their victory conditions and role. The identity card must be kept a secret from everyone under all conditions.
  • Each player has an Identity Card. Each Identity Card explains your role in the game, and gives you your symbol. This symbol is YOUR symbol. The goal of human players is to gather all the yellow Story Cards with the same symbol as your identity card. Each player has five of. The monster player collects dark blue Monster Cards, which he can then trade to other players. You must keep your  Identity Card in your hand at all times. If you are handed a dark blue Monster Card, you have lost the game, and your identity no longer matters, and you become a Slave Player.
  • The goal of the monster player is to turn all the other human players into his or her slaves. This is done by initiating a trade, and giving them one of your dark blue Monster Cards. You cannot trade a monster card unless you initiate it. The Monster player is entitled to some special privileges. For example, the Monster Player can choose to shuffle any card he/she draws back into the deck, and does not even need to take the effects of red Event Cards. Like all other players, the Monster Player must always have their white Identity Card in their hand.
  • Slave players are essentially extra monsters. They are created when a player is handed a dark blue Monster Card by the Monster Player. For a slave player, identity no longer relevant, but they still hold on to their white Identity card. HOWEVER, Slave players must always be in possession of a minimum of one dark blue Monster card at ALL TIMES. Even when told to discard cards, AT LEAST ONE MONSTER CARD must be in their possession at all times. This dark blue Monster Card is similar a white Identity card. As a Slave player, you are entitled to all the privileges exercised by the Monster player, as long as they treat their one minimum Monster card as a white identity card.


  • In order to win the game, a human player must collect all five of their Story cards without receiving a monster card if, at any time, a player is handed a Monster Card, they have lost the game. While not necessary state your character’s name, it does enforce finding ones identity, and is highly recommended. Once a player has all five of their yellow Story cards, they play them all face up, and remove their dark blue player token from the board. He has escaped from the game.
  • In the case of the Monster Player, they must keep track of who is a slave and who isn’t. When they believe that all the human players have been converted into slave players, the monster player reveals themselves as being the monster, and all players reveal themselves as well. If all the other players are slaves, then the monster player wins.
  • If players have gone through and reshuffled the discard pile into the deck a minimum of four times, players can agree to call a Stalemate. Nobody wins, and nobody loses.
  • The game is over when all human players have escaped from the game, or all remaining human players have been converted into Slave players.

Cards and Gameplay

  • At any time, if a player has more than five cards in their hand, they must discard down to five. They may discard any card in their hand, and MUST discard down to five.
  • At the start of the turn, players draw two cards from the deck, and then choose one of them to keep or to take effect. Human players, meaning NOT THE MONSTER OR SLAVE PLAYERS, cannot add dark blue Monster Cards to their hand.
  • Unless it is removed from the game, cards are placed faced down in the discard pile. When there are no cards left in the deck (which can also be called the draw pile), all cards in the discard pile are shuffled and become the new deck.
  • Players are allowed moving one space per turn. Spaces one can move to are connected by the white lines. When the game begins, they choose which space they wish to start on, and continue from there.
  • When two or more players occupy the same space on the board, the player who most recently entered the space can choose to initiate a trade with one of the other players. For human players, this is a way to try and get yellow Story cards that they need, and for monster and slave players it’s a chance to turn other into slaves.
  • Trades start with the initiating player playing a card face down on the table, and the opposite part agrees to the trade. The player can refuse the trade, at any time before they look at the card. But once cards have changed hands, the trade is final, and cannot be taken back.
  • In the deck, there are five event cards that destroy spaces. Destroyed spaces are noted with a red destruction counter. If one side of the board is completely cut off from the other, because all the spaces between them have been destroyed, then players decide on one side of the board, and every player moves to it. Pieces are placed wherever players want. Destruction counters are not moved.
  • When playing with less than the maximum number of players, remove the excess identity cards, all their corresponding story cards. Additionally, remove two dark blue Monster Cards for every identity card removed from the game.

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