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How to Play

The Three Factions

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.

How You Win

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 & Night

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.

Moderator Signals

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.

Death Is Not the End

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.

Status Effects

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.

The Alert

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.

Townsperson Tiers

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.

Optional Game Modes

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.

Roles

Set 1: Beers on the Beach

Cultists (17)
  • Cult Leader — Each night, select a player. If they are a Townsperson, they are converted to a cultist, and you must assign them a new evil role. Once per game, announce that "everyone must drink the Kool-aid". All converted evil cultists drop dead. If there is only one good player left or fewer, the Cultists win.
  • Whisperer — Each night, they can learn the identity of one player who is still a Townsperson.
  • Recruiter — Each night, choose a player. If they are a Townsperson, they are Mesmerized by you for 1 turn.
  • Getaway Driver — Each night, choose a living player. They are protected from execution until the following night. You must choose a different player each round.
  • Hitman — Once per game, select a player. That player drops dead instantly. If that player was the Cult Leader, the Townspeople win.
  • Publicist — Any of your 2 neighbors who have information roles receive incorrect information until you are executed.
  • Loyalist — If a cultist other than you is executed, the person who nominated that cultist starts Tripping until that night begins.
  • Acolyte — Upon being converted, you learn the identity of the Cult Leader.
  • Parasite — When you are converted, choose a player. If either you or that player is ever executed, the other dies as well, at the same time.
  • Visionary — Any time you start Tripping, you also learn the identity of whoever caused it.
  • Puritan — Each night, select a player. If they are Tripping, remove that status effect.
  • Beguiler — Each night, choose a player. If they nominate someone tomorrow, they become converted that night.
  • Harvester — Once per game, publicly accuse a player. If they're a Renegade, they are executed instantly.
  • Defector — Upon being converted, you learn 1 townsperson role that's currently alive.
  • Hired Muscle — If you are nominated but not executed, that night you learn the identity of 1 living Renegade and the Cult Leader.
  • Campaign Manager — Upon being converted, select a player. Once they nominate a player, you learn their identity that same night.
  • Polite Listener — Upon being converted, you learn a role that belongs to one of your neighbors.
Townspeople (20)
  • Old Timer (Supporter · active from Day 2) — Once per day, the moderator will tell you an evil role currently in the game, the identity of that evil player, and whether that player is sitting next to the Cult Leader. One piece of information will be true, and the others will be false.
  • Matchmaker (Supporter · active from Day 2) — Each night, choose 2 players: you learn if 1 of them is evil and 1 of them is good (yes/no).
  • Professor (Slacker · active from Day 3) — Each night, you can choose one player. If they are evil, they are converted back to their good role. If they are the Cult Leader, you are converted to evil.
  • Photographer (Guard · active from the start) — If you are among the last good players alive when the Cult Leader announces the Kool-aid, you and the good team win.
  • Herald (Supporter · active from Day 2) — Each night, you learn whether any converted minion made a nomination today.
  • Mortician (Guard · active from the start) — Each night, you learn the role of any person who was executed.
  • Medicine Woman (Slacker · active from Day 3) — Each night, you can make one player start Tripping until the next night. If any Cult member is Tripping when everyone drinks the Kool-Aid, they are spared from death and turned back into their original Townsperson role.
  • Communist (Guard · active from the start) — While both your neighbors are good, neither can be converted.
  • Messenger (Supporter · active from Day 2) — Once per day, the moderator will tell you an evil role currently in the game, the identity of that evil player, and whether that player is sitting next to the Cult Leader. One piece of information will be false, and the others will be true.
  • Intelligence Officer (Slacker · active from Day 3) — Once per game, you can convert a player (not yourself) to a Renegade role of your choice. If you target the Cult Leader, then nothing happens.
  • Liberator (Slacker · active from Day 3) — Each night, choose a player. If they, and both their neighbors, are evil, they are converted back to their original good role.
  • Tourist (Guard · active from the start) — If you are executed, the good team loses. Each day, you have the option to swap roles with another player. If you choose to swap roles, your two roles will be swapped during that same night, but only if they are a Cult member, and not the Cult Leader, a Townsperson, or a Renegade.
  • Performer (Guard · active from the start) — Once per game, at night, choose 3 players. They are all Mesmerized by you until the following night.
  • Librarian (Guard · active from the start) — Once per day, privately give the moderator a guess for one of your neighbor's roles. They will answer if it's correct or not (yes/no).
  • Doctor (Guard · active from the start) — Each night, you learn how many players are Tripping, and the identity of 1 player who's Tripping.
  • Herbalist (Guard · active from the start) — Each night, choose 1 player. They start Tripping until the start of the next night. You are immune to conversion.
  • Boxer (Guard · active from the start) — If you start Tripping, you are immune to conversion. If you are the last good player alive when the Town drinks the Kool-Aid, the Townspeople win.
  • Barkeep (Slacker · active from Day 3) — Each night, choose a player. They are protected from conversion for one night. They then start Tripping until tomorrow night. This can be used on evil players as well.
  • Double Agent (Supporter · active from Day 2) — Once per game, choose a player. If they are a Renegade currently, you copy and adopt their Renegade role as well.
  • Lighthouse Operator (Guard · active from the start) — When the Captain is converted, their identity and role gets revealed to the Lighthouse Operator. If the Captain is converted before you, you cannot be converted.
Renegades (4)
  • Captain — When you are converted, your identity and role gets revealed to the Lighthouse Operator. You do not change to the assigned evil role. If you are converted before the Lighthouse Operator, they cannot be converted.
  • Retired Cop — When you are converted for the first time to evil, you can choose 3 players; they are all converted to good, if they aren't already, and you are converted to evil and change to your assigned evil role. If one of the players you choose is the Cult Leader, the Townspeople win.
  • Chemist — When you are converted, you make all other cultists start Tripping for a round, until the next night. Once you are converted, you change to your assigned evil role.
  • Martyr — The first night after you are converted, you can choose one player. If they are evil, they are executed. The following night after you are converted, you can choose another player, and execute them if you are evil. You then are executed yourself. You do not change to the assigned evil role.

Set 2: Sipping on Sunshine

Cultists (17)
  • Cult Leader — Each night, select a player. If they are a Townsperson, they are converted to a cultist, and you must assign them a new evil role. Once per game, announce that "everyone must drink the Kool-aid". All converted evil cultists drop dead. If there is only one good player left or fewer, the Cultists win.
  • Bomber — If you are executed by the Townspeople, the evil team wins.
  • Naysayer — Once per game, name a player and accuse them of a certain Townsperson role. If they are the role, they are instantly executed.
  • Separatist — If a cultist other than you is executed, you are Mesmerized by the person who nominated that cultist until the end of the game.
  • Bad Influence — When you are converted, choose another player. They are also instantly converted and given the evil role Gullible Idiot.
  • Gullible Idiot — You were converted by the Bad Influence. You have no ability of your own.
  • Firestarter — Each night, select a player. They are executed by cult action when the following night ends. After this has happened three times, you die.
  • Meddler — When you are converted, choose two players. They immediately swap their current roles with each other. The Cult Leader can't be targeted: if either choice is the Cult Leader, nothing happens.
  • Smuggler — Once you are converted, you learn how many Renegades are still alive.
  • Optimist — You are Mesmerized by the Cult Leader until the end of the game.
  • Hostage — If the Cult Leader is successfully voted for execution, you die instead and the Cult Leader does not.
  • Assimilator — You appear as a good Townsperson for all information roles.
  • Recruit — Upon being converted, you learn the identity of 1 random Cultist. If that Cultist is executed, you are executed instead.
  • Paratrooper — If you are nominated but not executed, the person who nominated you is executed instead. This can happen only twice per game.
  • Fascist — While both your neighbors are evil, neither can be executed. If the Cult Leader is your neighbor, both of your neighbors can be executed.
  • Magician — Once per game, select a player. You learn how many of their neighbors are evil (0/1/2).
  • Magician's Assistant — Upon being converted, you learn the identity of the Magician and the Cult Leader.
Townspeople (20)
  • Activist (Slacker · active from Day 3) — Once per game, select 2 players. They must publicly reveal their current role.
  • Chaplain (Supporter · active from Day 2) — Each night, learn how many of your two living neighbors are currently evil (0/1/2).
  • Witness (Guard · active from the start) — You learn the first minion role that gets assigned by the Cult leader, the same night it happens.
  • Sidekick (Guard · active from the start) — You learn the role of the first person who nominates you.
  • Actor (Slacker · active from Day 3) — Once per game, steal a good role's ability and become it; the player whose role you stole retains that same role as well, but they are Mesmerized by you until they change alignment. The Cult Leader and evil players can't be targeted: choosing one does nothing.
  • DEA Agent (Slacker · active from Day 3) — Once per game, publicly accuse a player by pointing at them. If they're the Cult Leader, they lose instantly and the good team wins.
  • Older Brother (Guard · active from the start) — If the younger brother is converted, you learn how many people are between you and the Cult Leader (not including you or the Cult Leader).
  • Younger Brother (Guard · active from the start) — If the older brother is converted, you are converted as well. If you nominate and execute your Older Brother, you are immune to conversion for the rest of the game.
  • Mentor (Guard · active from the start) — Each night, choose a player (can include yourself) who's protected from conversion by the Cult Leader, but only for tonight.
  • Pilot (Guard · active from the start) — You are immune to executions. If you are alive, any Kool-aid announcements that would have succeeded fail instead.
  • Patriot (Guard · active from the start) — You cannot be converted to the Cult. If you call an Alert that successfully completes, you can choose 2 players instead of 1 to target for execution. If either are the Cult Leader, the Cult Leader dies.
  • Veteran (Supporter · active from Day 2) — If you are executed, you immediately learn the Leader is one of three players named by the moderator.
  • Village Elder (Guard · active from the start) — You start knowing that 1 of 2 players holds a specific good role.
  • Mathematician (Supporter · active from Day 2) — Each night, learn how many evil players there are.
  • Reporter (Supporter · active from Day 2) — Each night, choose 2 players: learn whether 1 of the 2 is the Cult Leader (yes/no). Renegades register as the Cult Leader to you.
  • Missionary (Guard · active from the start) — At the start of the game, choose a player. If they are converted, you learn what their former role was. If they are the Cult Leader and they are never converted, or they are a Townsperson who was never converted, you learn nothing.
  • Dowser (Guard · active from the start) — You start knowing if the Cult Leader is closer to your left from where you're sitting, or closer to your right from where you're sitting. If there is an equal number of people sitting between you and the cult leader on both sides, you will be told left or right randomly (left/right). If you are sitting next to the Cult Leader, your information will be reversed.
  • Registrar (Slacker · active from Day 3) — The first night the number of good players drops to 4, you learn the identity of all good players. The first time the number of good players drops to 2, the Townspeople win.
  • Crazy Old Man (Supporter · active from Day 2) — The first time you are executed, you become a Renegade role and remain secretly alive.
  • Writer (Slacker · active from Day 3) — Once per game, during the day, guess 5 players. If all of those players are evil, Townspeople win the game.
Renegades (4)
  • Gang Leader — You believe you are the Cult Leader until you are converted. Once you are converted, you change to your assigned evil role. If you are alive when the Town drinks the Kool-aid, the Townspeople win.
  • Usurper — When you are converted, choose 2 players: if any of those players are evil, they become Mesmerized by you for the rest of the game. You do not change to the assigned evil role.
  • Mercenary — If you are converted, you can choose whether or not to remain good or become evil. For the sake of information rolls, you register as your evil role, but you can remain as a Mercenary role to support the Townspeople.
  • Club Dancer — When you are converted, you make the Cult Leader start Tripping for a round, until the next night. Once you are converted, you change to your assigned evil role.

The Full Rulebook

Welcome to Jonestown

Welcome to Jonestown. Word is, there's a cult around these parts.

Part One: The Three Factions

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.

Part Two: How You Win

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:

  1. Every converted Cultist (every evil player except the Cult Leader) drops dead immediately.
  2. The Moderator counts the number of living Townspeople (and never-converted Renegades) remaining.
  3. If one or fewer non-evil players are left alive, the Cultists win.
  4. If two or more non-evil players are left alive, the call was premature — the Cult Leader has just killed their entire following for nothing, and the game continues with only the Cult Leader left on the evil team.

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.

Part Three: The Shape of a Round

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.

Part Four: Moderator Signals

(Read aloud and demonstrate each signal as you introduce it.)

  • Two taps on your shoulder or knee — open your eyes.
  • A hand held flat, palm down, lowering slowly — close your eyes.
  • A thumbs-up — yes.
  • A thumbs-down — no.
  • An open palm, fingers spread, held still — good.
  • A closed fist — evil.
  • Fingers held up one at a time — a number: 0, 1, 2, 3, and so on.
  • A pointed finger toward a player — this is how you, or the Moderator, select a player at night. Point clearly and wait for the Moderator's acknowledgment before lowering your hand.

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.

Part Five: The Four Rules

Everything else in this book is detail. If you remember nothing else, remember these four things.

  1. You may say whatever you want, whenever you want. This is a talking game, full stop. Talk to the whole table. Pull one person aside. Lie. Tell the truth. Say nothing at all. It's your call, every time.
  2. No peeking. Keep your role token, card, or note face-down and private. If the Moderator keeps a master list (a "Ledger" — see Part Six), never look at it. If you accidentally see something you shouldn't, tell the Moderator immediately and quietly — don't let it change how you play.
  3. Ask the Moderator anything. Confused about your role, someone else's claimed role, or what just happened at night? Ask. The Moderator is neutral and exists to keep the game fair and fun, not to keep you guessing about the rules.
  4. Play nice. This is a game built entirely on deception. Lie to your friends' faces and mean it — that's the game working as intended. But it's still your friends. Nominate with a smile, get executed with grace, and don't take any of it home with you.

Part Six: Death Is Not the End

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.

  • A dead player still sits at the table, still talks during the day, and still closes their eyes at night.
  • A dead player loses their character ability the instant they die (unless their ability explicitly says otherwise).
  • A dead player may no longer nominate.
  • A dead player still gets to vote — but only once more, ever, for the rest of the game. Spend it wisely.
  • A dead player still wins or loses when their team wins or loses.

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.

Part Seven: Nominations and Executions

  1. Any living player may nominate any other living player for execution by saying, aloud, "I nominate ___."
  2. A nomination requires a second — another living player who says "seconded" — or it fizzles with no vote taken.
  3. There is no limit to how many nominations can happen in a single day.
  4. For each seconded nomination, the Moderator calls for a vote: eyes closed, hands raised on three.
  5. A nomination needs a true majority of all living players — strictly more than half — to succeed (4 living players needs 3 votes, not 2).
  6. Only one execution happens per day — the highest vote total is carried out; ties mean no one is executed.
  7. Once someone is executed, no further nominations are taken that day. Move to Night.
  8. If a full day of nominations happens and none clears the threshold, no one is executed.

Executions are carried out immediately. Executed roles are kept private in this app — your table never learns an executed player's role.

Part Eight: Status Effects

Two conditions recur throughout the role list. Both can be applied to good or evil players — status effects don't care about alignment.

Tripping

  • If they have an information ability, they must be given false information that night.
  • If they have an action ability, that action simply fails to happen.
  • Tripping lasts exactly as long as its source says, then clears automatically. Tripping that starts at night lasts through that night and the next Day, and ends when the next night begins; Tripping that starts during the Day ends when that night begins.

Mesmerized

  • They cannot take any action, or share any information, that would harm whoever mesmerized them.
  • Any time they speak about that person, they must speak positively.
  • Being Mesmerized does not stop a player from acting or speaking about anyone else normally.

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.

Part Nine: The Role Pool and Conversion

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:

  1. Immediately changes allegiance to the Cultists.
  2. Loses their old ability entirely (unless their role specifically says it lingers).
  3. Is assigned a brand-new evil role, chosen by the Cult Leader from that set's remaining Cultist pool.

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.

Part Ten: The Two Sets

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.

Part Eleven: Running the Game — Moderator Checklist

  1. Choose a set. Don't mix Set 1 and Set 2 roles.
  2. Deal roles. Every player gets one good role, dealt at random, face-down. The Cult Leader is dealt separately.
  3. Run Night Zero, if the set has one, resolving any start-of-game passive knowledge before Day 1 begins.
  4. Announce Day 1.
  5. Alternate Day and Night until either the Cult Leader is executed or the Kool-Aid is called and resolves in the Cultists' favor.
  6. Keep the Ledger updated every single time an alignment or role changes.
  7. When in doubt, favor the Townspeople's information being real.

Welcome to Jonestown. Don't drink anything you didn't pour yourself.

Part Twelve: The Alert

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.

  1. Any living player may call Alert by choosing their left or right living seat-neighbor.
  2. That neighbor is asked, in the moment: Continue or Reject. If they Continue, the next living player further in that same direction is asked the same thing.
  3. A single Reject, anywhere in the chain, kills the whole attempt — nothing happens.
  4. If all 3 (the caller and both chained neighbors) Continue, the chain is confirmed: all 3 say "Alert" out loud, then discuss and choose one player to execute on the spot.
  5. If that chosen player is the Cult Leader, they die immediately — same as any other execution. If they are not the Cult Leader, nothing happens to them; the attempt is simply over.
  6. Each player may call Alert at most once per day. A rejected attempt still counts against that cap.

Part Thirteen: Optional Game Modes

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.

Part Fourteen: Townsperson Tiers

Every Townsperson role belongs to one of three tiers, which decide when its ability starts working. Renegade and Cultist roles aren't tiered.

  • Guards act from the start of the game.
  • Supporters act from the beginning of Day 2.
  • Slackers act from the beginning of Day 3.

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.