How to play
Players are people. Cards are identities.
- 1. The deal. Every player gets one secret card; three more lie face-down in the centre. Tap to reveal yours, then hide it.
- 2. The night. Your starting card decides what you may do. Some characters look at cards, some swap them, some protect. You never gain a new power from a card you receive.
- 3. The Sabha opens. Put the phones down and talk for five minutes. Claim, bluff, accuse.
- 4. Judgement. Everyone secretly votes. The player with the most votes is removed — and if the vote ties, every tied player is removed. Nobody votes, nobody falls.
- 5. Dawn. Your final card — whatever you hold after the night — decides your side and whether you won.
The two sides
Dharma wins if at least one Kaurava Conspirator (Duryodhana, Shakuni, Dushasana, Ashwatthama) is removed. If no conspirator sits in the Sabha, Dharma wins if anyone is removed.
Kaurava wins if no Conspirator is removed. Karna is loyal to the Kauravas but is not a Conspirator — and he must survive too.
Kuru and Independent characters each chase a personal goal.
🔵 Dharma
Yudhishthira The Just King
Night: You do not wake.
Dharma Vote: your vote silently counts twice if it falls on a Conspirator.
Goal: Remove at least one Kaurava Conspirator.
Bhima The Mighty
Night: You do not wake.
If you are removed, you choose one other surviving player to fall with you.
Goal: Remove at least one Kaurava Conspirator.
Arjuna The Archer
Night: Aim your arrow at one player.
If the Arjuna card is removed, the arrow strikes its target.
Goal: Remove at least one Kaurava Conspirator.
Nakula The Twin
Night: You sense where your twin Sahadeva sits.
Goal: Remove at least one Kaurava Conspirator.
Sahadeva The Seer
Night: Look at one player's card, or two cards in the centre.
Goal: Remove at least one Kaurava Conspirator.
Draupadi The Fire-Born
Night: Learn whether one player currently stands with or against the Pandavas.
Goal: Remove at least one Kaurava Conspirator.
Krishna The Charioteer
Night: Learn the factions of two players, then choose whether to swap their cards.
Goal: Remove at least one Kaurava Conspirator.
Vidura The Wise Minister
Night: Learn whether one player is Pandava, Kaurava or Other.
Goal: Remove at least one Kaurava Conspirator.
🔴 Kaurava
Duryodhana The Crown Prince
Night: You see the other Kaurava Conspirators.
Goal: No Kaurava Conspirator may be removed by the Sabha.
Shakuni The Manipulator
Night: You see the other Conspirators, then swap the cards of two other players without looking.
Goal: No Kaurava Conspirator may be removed by the Sabha.
Dushasana The Enforcer
Night: You see the other Kaurava Conspirators.
Goal: No Kaurava Conspirator may be removed by the Sabha.
Ashwatthama The Undying
Night: You do not wake.
If you are removed, you take one surviving player with you.
Goal: No Kaurava Conspirator may be removed by the Sabha.
Karna The Loyal Friend
Night: You know where Duryodhana sits. He does not know you.
Goal: Survive, and let no Kaurava Conspirator be removed.
🟡 Kuru
Bhishma The Grandsire
Night: Protect one player's card from every swap tonight.
Goal: Yudhishthira and Duryodhana must both survive.
Drona The Teacher
Night: Learn who trained one player: Pandava, Kuru or unknown.
Goal: At least one Dharma player and one Conspirator must survive.
Sanjaya The Far-Seer
Night: Predict how many cards will change hands, then learn the true count at dawn.
Goal: Correctly predict how many cards moved tonight.
⚪ Independent
Shikhandi The Reborn
Night: You do not wake.
Goal: Bhishma must be removed. (If Bhishma is not in the deck, you fight for Dharma.)
Gandhari The Blindfolded Queen
Night: Choose one player. They will know Gandhari chose them.
A mother cannot condemn her son: a vote for Duryodhana silently counts for nothing.
Goal: Duryodhana must survive and at least one Pandava must fall.
Night order: Bhishma → Nakula & Sahadeva → Shakuni → Krishna → Vidura → Draupadi → Drona → Arjuna → Sanjaya → Gandhari. All mechanics are game adaptations inspired by the Mahabharata, not claims about the epic.
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