Summary:
“An extra rule is in play, even if dead. Each day, if you guess it, you lose your ability & learn this.”
The Mirage adds a rule but has a chance to remove it.
- An extra rule is in play. This can be anything such as, “Evil executees poison their good nominators,” or, “2 players (& only 2) die each night*.”
- Each day, the Mirage may guess what their rule is publicly or privately. If they guessed correctly, they lose their ability, and the rule is no longer in play.
- The Mirage learns if their guess was correct.
- The Mirage may only make 1 guess each day.
- If the Mirage dies and they did not guess correctly, the rule stays in play and they may no longer guess.
How to Run:
While preparing the first night, decide what the Mirage’s rule is. Follow the rule accordingly & use the ✵ reminders if you need to.
Each day, the Mirage may guess the rule once. Tell them if they were correct privately. If their guess was correct, the Mirage loses their ability - mark the Mirage with the NO ABILITY reminder. The rule is no longer in play - all of its effects stop immediately.
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📌 While you can make any rule, try to make it fair and especially noticeable/loud - you want it to be feasible for the rule to be guessed. Typically, Mirage rules tend to do a lot of damage early but are easy to stop if you’re observant.
If the rule is unlikely to be guessed, consider lowering its power. Remember, no-one knows what the rule is, except you, so be mindful about how it affects world building.
If the guess is close enough to the rule, but not the exact wording, count it as correct.
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<img src="/icons/more_gray.svg" alt="/icons/more_gray.svg" width="40px" />

Information
Type |
Outsider |
Artist |
TheDarkArtist |
“Is it just me or do you see that?”
Showcased in

Faces in the Sand
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Examples:
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📖 The Mirage’s rule is “At least 2 players must die each night.” The Imp kills Amy. A second player, Tom, dies. The Mirage publicly guesses the rule correctly. The Mirage loses their ability and the rule leaves play. That night, the Imp kills Dark. No other players die.
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📖 The Mirage’s rule is “Evil players might be raised at any time.” After the Psychopath dies by execution, they are raised immediately.
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📖 The Mirage’s rule is “Whoever wins, loses & whoever loses, wins, even if you lose your ability.” When the Mirage guesses this correctly, and learns so, they shake their head in disappointment. (Don’t use rules like this)
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Meta:
Tips & Tricks:
- As the Mirage, you have brought some sort of extra rule into play, almost like an Amnesiac ability. Most of the time, this will negatively impact the good team but every now and then it might be used to just be confusing in general.
- Pay attention to what happens in town. If something doesn’t have an explanation, such as a random death or someone getting arbitrarily false information, then that might be your rule wreaking havoc.
- Ask for the town’s help in trying to figure out the rule. If you aren’t having any luck with finding anomalies, then your allies may be able to find a few.
- Guess every day! The more guesses you make, the more chances you’ll have of taking it out. And remember, you aren’t an Amnesiac, so you can’t make vague guesses - aim for the exact rule every time.
- Don’t guess every day! If you make a guess every day (publicly or privately) you might alert the Demon of your presence and they might kill you! You can’t guess while dead. Bummer.
- Don’t guess at all! You might actually find it more useful to keep your rule in play, depending on what it does, and it can serve to prove of your existence!
- Make your guesses in private. If you keep your identity hidden, it’ll give you more days to guess your rule.
- Make your guesses in public! If your rule just so happens to stop after you’ve guessed, that’ll help to prove your innocence. It’ll also allow for your teammates to form worlds more easily.
- Use your guesses to clear possibilities. If you think that your rule is causing a good player to receive false info, guess that. You’ll know that it can’t happen due to your ability from then on out.