Townspeople — the good team. Win the instant the Cult Leader is executed.
Cultists — the evil team. Every one but the Leader was once a Townsperson who got converted.
Renegades — wildcards. Play for the town unless the Leader converts them.
Town: execute the Cult Leader. Game over, instantly.
Cultists: the Leader calls the Kool-Aid — every converted Cultist drops dead on the spot. 1 or fewer Townspeople left alive → Cultists win.
2 or more left alive → the call was too soon. The Leader survives alone. The game goes on.
Day: talk freely — public, private, in pairs. Liars are expected. Ends in Nominations: nominate → second → majority vote. One execution, max, per day.
Night: eyes closed, table-wide. The Moderator wakes players one at a time by hand signal, so no one sees who else is chosen.
Two taps
eyes open
Palm lowers
eyes closed
Thumb up / down
yes / no
Open palm
good
Closed fist
evil
Fingers raised
a number
A pointed finger, held on a player, selects them at night.
A dead player still talks by day, still closes their eyes by night, and still wins or loses with their team.
What they lose: their ability, and the right to nominate.
What they keep: one vote — spent whenever they choose, once, for the rest of the game.
Tripping — your information and actions can't be trusted. The Moderator lies to you, or your action silently fails.
Mesmerized — you can't harm, or speak against, whoever mesmerized you.
Neither is ever announced. From the inside, you feel completely normal.
Every living player — good, evil, converted or not — can call an Alert during the day, once each. Pick your left or right neighbor; they, then the next player further in that direction, must each Continue or Reject in turn.
All 3 Continue → the chain is confirmed. Say "Alert" out loud, discuss, and pick someone to execute on the spot. If that player is the Cult Leader, they die. If not, nothing happens to them.
Independent of nominations — call one any time, regardless of what else is happening that day.
Every Townsperson role has a tier that decides when its ability starts working. Guards act from the start of the game. Supporters act from the beginning of Day 2, and Slackers from the beginning of Day 3.
Each role card shows its tier. A night counts as part of the Day before it, so a Supporter's first night is Night 2.
Rule of Three — the Moderator can turn this on before the game starts. The first day that begins with the Cult (Cult Leader included) at 4 or more living members, the town has that one day to execute a Cult member. Fail to, and the Townspeople win instantly.
Cult Mania — also a pre-game toggle. If a Cult Member nominates the Cult Leader, a different Cult Member seconds it, and the vote executes them, the nominator becomes the new Cult Leader instead of the game ending.
Welcome to Jonestown. Word is, there's a cult around these parts.
Townspeople are the good team. They win the moment the Cult Leader is executed. Most Townspeople start the game with no idea who anyone else is.
Cultists are the evil team. They win when the Cult Leader calls for the Kool-Aid and only one Townsperson (or fewer) is left standing outside the cult. Every Cultist except the Cult Leader themselves was, at some point, a Townsperson who got converted.
Renegades are wildcards. They begin the game aligned with the Townspeople and stay aligned with the Townspeople — unless and until the Cult Leader converts them, at which point most of them flip to evil and gain a new, cult-assigned ability. A few Renegades never flip at all; their whole ability is built around the moment of being converted, win or lose. Until converted, a Renegade counts as a Townsperson for every purpose in the game, including winning with the town.
Every game — no matter which set you're playing — has exactly one Cult Leader. There is only one.
The Townspeople win
The instant the Cult Leader is executed, the game ends and every living or dead Townsperson (and any never-converted Renegade) wins — regardless of how many people have already been converted.
The Cultists win
At any point, on their turn to act, the Cult Leader may declare: "Everyone must drink the Kool-Aid." The moment this is declared:
The Cult Leader is never told exactly how many good players are left; they have to believe they're right, using every piece of information — real or bluffed — that's crossed the table. Calling too early is fatal. Waiting too long risks a Town execution ending the game first.
Jonestown is played in alternating Day and Night phases until one team wins.
Day Phase
During the day, everyone's eyes are open and everyone may speak freely — publicly, privately, in pairs, in groups, however they like. This is the entire game. Townspeople try to share real information and find the Cult Leader. Cultists try to blend in, deflect suspicion, and protect their Leader. If you are evil, you are expected to lie convincingly. The single best evil strategy is to pick a real Townsperson role and claim it as your own, backing it up with plausible (false) information. The Day Phase ends with Nominations.
Night Phase
During the night, everyone closes their eyes. The Moderator wakes specific players in turn, silently, using hand signals (see Part Four), so that they can use their ability or receive information. No one — living or dead — is ever shown who else was woken, unless their own ability specifically tells them so. The night ends when the Moderator has gone through the full night order and announces that it is day again.
(Read aloud and demonstrate each signal as you introduce it.)
The Moderator does not speak during the night except to wake and dismiss players. All information is communicated through these signals, or through silent handwritten notes where a signal alone can't carry the answer.
Everything else in this book is detail. If you remember nothing else, remember these four things.
Most players in a game of Jonestown will die before it ends — either executed by vote or, in some cases, killed outright by an ability. This is normal, and it does not mean you stop playing.
Converted players are not dead. A converted Townsperson is very much alive and now playing for the other team — they've simply changed sides and received a new role from the Cult Leader's pool.
The Ledger
The Moderator keeps a private master sheet — the Ledger — tracking every player's true current role and alignment, since these can change over the course of the game. The Ledger is the single source of truth.
Executions are carried out immediately. Executed roles are kept private in this app — your table never learns an executed player's role.
Two conditions recur throughout the role list. Both can be applied to good or evil players — status effects don't care about alignment.
Tripping
Mesmerized
Neither status effect is announced to the table — from the inside, everything feels completely normal.
Enforcement
If the Moderator determines that a player is not being faithful to their Tripping or Mesmerized status, they can execute the player instantly.
At the start of the game, every player is dealt one good role at random from that set's Townsperson and Renegade list. Each night, the Cult Leader chooses one living, non-evil player to convert. That player:
A Renegade who gets converted follows their own card exactly — some flip to a new evil role like everyone else, and some have a unique one-time effect instead and never receive an evil role at all.
The Cult Leader can't be targeted by the Actor, the Intelligence Officer, or the Meddler. Choosing the Cult Leader with one of those abilities (or, for the Actor, any evil player) does nothing, and a once-per-game ability is still used up.
Jonestown ships with two complete, self-contained sets — Set 1: Beers on the Beach and Set 2: Sipping on Sunshine. Each is independently balanced. Never mix roles from different sets into the same game.
Welcome to Jonestown. Don't drink anything you didn't pour yourself.
Every living player — regardless of role or alignment, converted or not — has this ability by default, the same way the Cult Leader always has the Kool-Aid. It works entirely during the day, independent of nominations; call one any time, regardless of what else is happening at the table that day.
Both of the following are toggled by the Moderator before the game starts, in the Roles in Play setup screen. Both default off.
Rule of Three
The first day that begins with the Cult (Cult Leader included) at 4 or more living members, the town has that one day to execute a Cult member. Fail to, and the Townspeople win instantly. (It keeps the Cult at 3 for an extra turn: once it grows to 4, it has to give one of its own up.) If the town succeeds, the game simply continues.
Cult Mania
If a Cult Member nominates the Cult Leader, a different Cult Member seconds it, and the resulting vote passes and the Cult Leader is executed, the nominating Cult Member becomes the new Cult Leader on the spot — inheriting the role and the ability to convert — instead of the game ending. If a living Hostage is in play, the Hostage shields the real Cult Leader from this exactly as it does from any other execution, and Cult Mania does not trigger.
Every Townsperson role belongs to one of three tiers, which decide when its ability starts working. Renegade and Cultist roles aren't tiered.
A night counts as part of the Day before it (Day 2 is followed by Night 2), so a Supporter's first night ability is on Night 2 and a Slacker's on Night 3. Abilities that trigger on their own (for example the Crazy Old Man, the Veteran and the Registrar) also only work from their tier's day on. Each role card and role list shows the role's tier.