Shadow Council

Shadow Council — Game Manual v4
Each player has both a public identity and a shadow identity.
Your shadow identity is chosen by others — you have no idea what it is.
Through deduction, investigation, and reflection, discover your true faction and survive to the end.

Core Concepts

Dual Identity System

  • Public Identity — visible to all, determines your passive ability
  • Shadow Identity — only unknown to yourself, determines your true faction (decides victory)
  • Shadow identity is randomly assigned — only you don't know who you are
  • When a player is eliminated, their shadow identity is revealed

Victory Conditions

  • When the game ends, compare the surviving count of each shadow faction
  • Order Survivors > Chaos Survivors → Order Faction Wins
  • Chaos Survivors > Order Survivors → Chaos Faction Wins
  • Equal → Draw
  • The faction with higher zone totals gets +1 effective survivor (affects final outcome)
  • Passives don't trigger in Round 1 — to prevent opening zone changes from revealing faction clues. Triggers normally from Round 2 onward

Elimination Conditions

  • Gold ≤ 0 and empty hand → immediate elimination
  • Gold reaches zero → forced to discard 1 card each Shadow Phase (accelerates death)
  • Wrong guess on shadow identity → you are eliminated
  • Successfully dark assassinated → immediate elimination

Game Flow

Game Parameters

  • Players: 4–6 (can mix human + AI)
  • Total Rounds: 5
  • Starting Resources: 4 gold + 6 cards each
  • Actions Per Turn: 2 (playing 1 card = 1 action)
Event Phase
Draw a random global event affecting all players
Passive Trigger
All surviving characters' passive abilities trigger automatically (skipped in Round 1, triggers from Round 2)
Action Phase
Take turns in order, 2 actions each (play card / end turn)
Shadow Phase
Zero-gold players discard → zone settlement → zone milestone rewards
Guess Phase
Each player draws 2 cards → human guess → AI has 50% chance to guess (max 1)
4-player game: guessing only every 2 rounds (even rounds)
Next Round / Game End
After 5 rounds, or when a faction is wiped out, or only 1 player remains

Character System

Order Faction

CharacterPassive Ability (auto-triggers each round from Round 2)
GeneralMilitary Zone +1
MerchantGain 1 gold
ProphetDraw 1 extra card

Chaos Faction

CharacterPassive Ability (auto-triggers each round from Round 2)
AssassinDiscard 1 card to make any 1 player discard 1
AlchemistEconomy Zone +1
SpyView 1 random surviving player's shadow identity keyword
Public Identity ≠ Shadow Identity! Your public identity is just a "mask" that gives you a passive ability. Your true faction is determined by your shadow identity, which may be completely different. For example, your public identity could be General (Order) while your shadow identity is Spy (Chaos).

Shadow Keywords

Peek, Poison and similar methods reveal a random keyword of the target, used to deduce their shadow identity:

Shadow IdentityKeywords
🗡 GeneralBlade, Sword, Halberd, Armor
💎 MerchantScale, Gold, Coin, Ledger
📜 ProphetEye, Star, Moon, Dream
💀 AssassinPoison, Dagger, Shadow, Night
🧪 AlchemistBottle, Furnace, Flame, Mercury
👁 SpyMask, Mirror, Veil, Wind

Identity Assignment Rules

  • 4 players: randomly pick 4 from 6 identities, ensuring 2 Order + 2 Chaos
  • 5 players: randomly pick 5 from 6, ensuring 3 Order + 2 Chaos or 2 Order + 3 Chaos (50% each)
  • 6 players: use all 6 identities (3 Order + 3 Chaos)
  • Both public and shadow identities are unique — one per player
  • Shadow identity is randomly assigned, independent of public identity, one per player

Card System

Four Suits

Military Economy Strategy Shadow

Each card type has 2 copies in the deck (64 total). Playing a card costs 1 action, 2 actions per turn.

Military Cards — Military Zone

Rally
Military Zone +3
Assassinate
Target discards 1 card
Siege
Military Zone +2, target skips next turn
Guard
Block 1 attack (until next round)
Conscript
Draw 2 cards
Charge
Military Zone +4
Scout
Reveal 1 card suit from target
Mutiny
Military Zone +2,Economy Zone -1

Economy Cards — Economy Zone

Tax
Gain 2 gold
Bribe
Steal 1 gold from target
Monopoly
Economy Zone +3
Invest
Economy Zone +2,Gain 1 gold
Bankrupt
Target loses 2 gold
Trade
Both you and target draw 1 card
Bounty
Gain 3 gold
Thrift
Economy Zone +1, draw 1 card

Strategy Cards — Strategy Zone

Peek
View 1 player's Shadow Keyword (only you see)
Forge
Fake playing any suit, +2 to that zone
Propaganda
Shadow Alley +2
Prophecy
Guess 1 player's Shadow Identity (correct: +2 Gold, wrong: -1 Gold)
Sow Discord
2 targets each discard 1 card
Insight
See all suits in target's hand
Scheme
Strategy Zone +3
Secret Order
Strategy Zone +2, draw 1 card
Reflect
Gain 1 clue about your own Shadow Identity

Shadow Cards — Shadow Alley

Disguise
Swap public identity with target (reverts after 1 round)
Poison
View 1 player's Shadow Keyword (only you see)
Chaos
All discard 1, then all draw 1
Dark Assassinate
Attempt to eliminate 1 player (requires no Guard; ignores Guard during Dark Night)
Eavesdrop
View 1 player's Shadow Identity (only you see)
Dark Alley
Shadow Alley +3
Conspiracy
Shadow Alley +2,Gain 1 gold
Brainwash
Swap target's public & shadow identity

Zones & Gold System

Four Zones

ZoneMatching SuitAllegiance
Military ZoneMilitary CardsOrder
Economy ZoneEconomy CardsOrder
Strategy ZoneStrategy CardsChaos
Shadow AlleyShadow CardsChaos

Zone Effects

  • Each Shadow Phase: compare Order zones (Military+Economy) vs Chaos zones (Strategy+Shadow Alley)
  • Leading side → all surviving players get rewards (faction not revealed):
    • Order zone lead → all +1 gold
    • Chaos zone lead → all draw 1 card
  • Milestone Rewards:
    • Economy Zone every 5 points → all +1 Gold
    • Strategy Zone every 5 points → all draw 1 card
  • Game End: faction with higher zone total gets +1 effective survivor (affects victory)

Gold Effects

  • Start with 4 gold each
  • Gold reaches zero → forced to discard 1 card each Shadow Phase
  • Gold ≤ 0 and empty hand → immediate elimination
  • Gold can be gained via Economy Cards, or stolen/deducted
  • Correct prophecy: +2 gold, wrong: -1 gold
  • The side with more gold has advantage in a draw
  • Spend Gold to view Shadow Keyword: price increases per round — Round 1: 3 Gold, +2 per round (R2: 5, R3: 7, R4: 9, R5: 11)

Event System

Event List (1 random per round)

EventEffect
Tax CollectorAll players lose 1 Gold (or Military Zone -1 if broke)
Dark Alley RiotShadow Cards have double effect this round
Diplomatic BanquetMilitary Cards cannot be used this round
Border ConflictMilitary Zone auto +2
Market BoomAll players gain 1 Gold
Divine OracleEach player gets 1 free Peek
PlaguePlayer with most cards discards 2
Arms RaceMilitary Cards +1 effect this round
Donation SeasonAll +1 Gold, Economy Zone +1
Dark NightDark Assassinate/Poison ignores Guard
Memory FragmentsEach player gets 1 free Reflect
Judgment DayPlayer with fewest cards discards all, draws 3

Guess System

Guess Rules

  • In the guess phase at the end of each round, human players guess normally (can skip)
  • AI Limit: each round, 50% chance 1 AI gets to guess, 50% chance no AI participates
  • 4-player game: guessing triggers every 2 rounds (Rounds 2, 4, 6), odd rounds skipped
  • Choose a player + guess their Shadow Identity
  • Correct → target is eliminated
  • Wrong → you are eliminated
  • Eliminated players' Shadow Identity is revealed, usable for deduction

Deduction Clue Sources

  • Strategy Cards"Peek" — View target's Shadow Keyword
  • Shadow Card "Poison" — same as above
  • Shadow Card "Eavesdrop" — directly view target's Shadow Identity
  • Strategy Card "Reflect" — gain a clue about your own Shadow Identity
  • Spy Passive — view 1 random player's Shadow Keyword each round
  • Eliminated Players — Shadow Identity revealed, use elimination logic
Deduction Tips: Shadow identities are randomly assigned. Collect clues through Reflect, Peek, and Eavesdrop. Combine with eliminated players' revealed identities to use elimination logic and narrow down possibilities.

Special Mechanics

Disguise

  • Shadow Card "Disguise" swaps your public identity with the target
  • Lasts 1 round, automatically reverts at the start of the next round
  • During the swap, both players' passive abilities follow the public identity

Brainwash

  • Shadow Card "Brainwash" swaps the target's public & shadow identity
  • This is a permanent effect,directly changes faction allegiance
  • A brainwashed player may suddenly find they've switched factions

Guard

  • Military Card "Guard" makes you immune to 1 attack
  • Lasts until the start of the next round
  • During Dark Night event,Dark Assassinate/Poison ignores Guard

Siege

  • Military Card "Siege" makes the target skip their next turn
  • Also Military Zone +2

Resource Summary

ResourceInitialHow to ObtainEffect
Gold4Economy cards, passives, zone rewardsZero → discard, 0 gold + 0 cards = elim, prophecy ±
Hand6Draw 2/round + Conscript/Trade etc.Playing produces effects, 0 cards + 0 gold = elim
Military Zone0Military CardsOrder zone value, affects victory
Economy Zone0Economy CardsOrder zone value, +1 gold every 5 pts
Strategy Zone0Strategy CardsChaos zone value, draw 1 every 5 pts
Shadow Alley0Shadow CardsChaos zone value, affects victory
GuardNoneMilitary Card "Guard"Immune to 1 attack

Strategy Tips

Find Your Faction

  • Prioritize using Reflect cards to learn about yourself
  • Spy passive auto-Peeks 1 player's Keyword each round, watch the log
  • Use eliminated players' Shadow Identity for elimination logic

Zone Strategy

  • If you know you're Order Faction, play Military/Economy Cards to push zones
  • If you know you're Chaos Faction, play Strategy/Shadow Cards
  • When unsure of faction, use Strategy Cards to investigate before committing

Guess Strategy

  • Only guess when confident — wrong guess kills you
  • Revealed Shadow Identities can be excluded to narrow possibilities
  • Eavesdrop is the most direct confirmation method

Survival Protection

  • Keep Gold > 0 to avoid forced discards
  • Keep Hand > 0 to avoid elimination
  • Use Guard at critical moments to block Dark Assassinate
Shadow Council Shadow Council v4 · Game Manual