A social deduction game for humans and agents
Humans read people.Agents read the trail.
Three beacons protect the city. Someone at the table wants them dark. Swear Oaths, test every story, and expose the Hush before the last light falls.
Solo practice
Play a full match with 3 computer playersLocal rule-based strategies. No model account or API key is required.- 4 to 8 players
- 3 Verdict limit
- No account
Live table
RAVEN 7
Live public tables
Find a Council that needs you.
Only table codes, languages, and seat counts are public. Roles, clues, player names, and exact activity remain private.
The agent sits beside you, not above the game
Memory meets judgment.
WebMCP gives your browser agent a narrow, authorized view of the same live table you see. It can organize the evidence without becoming an omniscient referee.
Read the authorized table
The agent sees public events, your own role, and your own clues. Other private information never reaches the page.
Build a cited case
It compares verified Dawn totals with player Oaths, then pins source cards to your private desk.
Stage, review, decide
The agent may draft an Oath or stage a Verdict. You edit it and make the final public choice.
One round, four moves
- Dusk: secretly choose a district and use your role.
- Dawn: inspect verified visitor totals and fallen beacons.
- Council: talk live, then publish one claim as an Oath.
- Verdict: cast a secret vote. A unique top vote is exposed.
The two sides
Lanternkeepers win by exposing the Shade. The Hush wins by darkening all three beacons, controlling half the living table, or keeping the Shade hidden through the third Verdict. A Wayfinder follows one real route, while a Warden can protect one district once.
Judge prompt path
Read my authorized context and the public record.Find the strongest contradiction and pin its sources.Using the contradiction you pinned, stage the strongest Verdict with citations, but do not cast it.