Two hidden traitors are working against you - but only one of them matters. Catch the wrong one and you've wasted your only chance. Catch no one and you're doomed.
Last LightLAST LIGHT
The year is 2247. You are the crew of the Archimedes, humanity's last generation ship - 200 years into a 300-year voyage to a new star. A catastrophic failure has crippled the ship. Systems are failing. Supplies are draining. And someone among you is making sure you never arrive.
Each round, two players secretly pass ship directives between them. One card is enacted. The rest are hidden. Were they telling the truth about what they saw?
A rotating system failure damages the ship every round. Spend too long hunting traitors and the ship falls apart. If any system hits zero, everyone loses - even the Saboteur.
Crisis Strikes
A ship system fails. The TV displays what's broken and how many crew need to repair it - or it gets worse.
Directives Are Drawn
Two players secretly handle ship orders. One good card might get buried. One bad card might get blamed on luck. You'll never know for sure.
Council Debate
Three minutes on the clock. Argue, accuse, negotiate, bluff. Anonymous messages from quarantined players appear on the TV. Trust no one.
Secret Actions
Everyone submits one action on their phone. Repair the ship? Scavenge supplies? Investigate a suspect? Sabotage? The TV reveals what happened - but not who did it.
The majority. Keep the ship alive and find the Saboteur before it's too late. Each crew member also carries a secret personal objective for bonus glory.
The mastermind. You can secretly damage the ship - but if it dies, you die too. Be surgical. Be patient. Never get caught.
The decoy. Your actions look like repairs but do nothing. Get caught on purpose. Take the fall. Protect the Saboteur at all costs.
Every repair could be fake. Every accusation could be a bluff. Every sacrifice could be a trick. The ship arrives in 7 rounds - if there's anyone left to fly it.
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