Loops softly during play. Music pauses with the game or when this tab is hidden, and gets quieter for your turn bell.
A GAME OF SECRETS & ALLEGIANCES
The castle is divided.Who will you trust with its future?
THE GREAT HALL
Join a gathering or open a room for your friends. The game begins when everyone is ready.
Your room will appear in the room list. Creating a room does not start a game.
No code needed. Your seat is saved here if you disconnect. Quit whenever you’re done.
THE FIELD GUIDE
Play together in person or on a voice call. Everyone uses their own phone. You may bluff about your identity, your hand, or an investigation. Never show another player your private screen.
Order of the Phoenix: enact 5 Order decrees, or choose Voldemort for Death by Dementors.Death Eaters & Voldemort: enact 6 Dark Arts decrees, or elect Voldemort as Deputy after 3 Dark Arts decrees.
5–6 players: 1 Death Eater, Voldemort, and the Order. 7–8 players: 2 Death Eaters plus Voldemort. 9–10 players: 3 Death Eaters plus Voldemort. Death Eaters know their allies. Voldemort knows them in 5–8 player games, but cannot see the Death Eaters in 9–10 player games. Open My allies at any time to review the allies your role is allowed to know.
The deck starts with 6 Order and 11 Dark Arts decrees. Discards are shuffled back when needed. After 3 rejected councils, the top decree is enacted automatically, without a power, and the rejection tracker resets. An approved election alone does not reset the tracker; enacting a decree does.
Powers depend on the number of players at the start of the game:
Investigations reveal faction, not whether someone is Voldemort. Review private findings under My role before continuing. A special election appoints another living player as the next Headmaster; normal rotation resumes after that council. Death by Dementors lets the Headmaster choose another living player to be claimed by the Dementors. That player spectates and keeps their identity hidden. Choosing Voldemort immediately wins the game for the Order.
The Deputy may request a veto of both cards. If the Headmaster agrees, both are discarded and the rejection tracker advances. Three rejected councils or accepted vetoes trigger an automatic decree without a power. If the Headmaster refuses, the Deputy must enact a card and cannot request another veto for that hand.
Everyone marks ready before the host starts. The role-reading phase lasts up to 2 minutes. Normal pace gives nominations 90 seconds and other turns 60. The host can choose Quick or Relaxed for upcoming turns or pause everyone’s clock. Every active player, including the host, can add 30 seconds twice per nomination and twice per vote. These allowances reset each turn; spectators cannot add time. Public recaps last 8 seconds and do not use the next player’s turn time. An unanswered ballot becomes Reject. An unfinished nomination, discard, or power gets a random legal choice. If a player who needs to act has not connected for 25 seconds, their turn gets one grace period of up to 2 minutes. The clock freezes until they return, the grace expires, or the host continues. Afterward the saved turn time resumes; normal timeout choices still apply. Disconnecting never quits their seat. Room team scores carry across rematches; endgame awards come from the actual voting record.
Create a named room or join one from the room list—no code needed. Creating a room does not start a game. Reopen this site on the same browser and choose Rejoin to recover your seat after a disconnect; your identity and progress stay the same. You can quit from any screen. During a game, a bot takes over a quitter’s seat without revealing its identity. That seat is removed before the next game. If the host quits, another player becomes host immediately; a disconnected host transfers after 75 seconds. After a game, the host can return everyone to the same room to gather players, or start a ready rematch. Rooms close when the last human quits and expire after 24 hours without activity.
Practice bots make simple automatic choices and do not converse. Add them in the lobby to learn the game alone or fill empty seats.
An independently built fan game on MrGSHQ. This edition uses the rules above; it is not affiliated with the Harry Potter rights holders.
FOR YOUR EYES ONLY
All sounds are optional. Narration reads public events only. Your identity, cards, and private findings stay silent.
Our original 27-second theme: soft bells, harp and gentle strings. Loops quietly while you play.
Turn alerts and narration keep their own settings. Your music mute is remembered on this device.
Select a soundtrack file to loop during play. It stays on your device and isn’t uploaded. Choose it again on a new visit.
Listen to Hedwig’s Theme on YouTube ↗
The official recording opens separately; YouTube playback may depend on your browser and network.
Enable turn alerts once each visit. The bell sounds only when you need to act; it never speaks a secret. Narration depends on your browser’s available voices.
Enable JavaScript to play this multiplayer game.