How to Play Clairvoyance
A social deduction card game of hidden teams, bluffing, and second sight. 3–8 players. Someone at the table is holding a bomb — and knows exactly where it is.
Teams
You know where the bomb is. Bluff, misdirect, and steer someone into drawing it — or draw the hostage yourself. Survive the Clairvoyance votes without the bomb being exposed.
You know nothing. Watch every draw, compare stories, and aim the Clairvoyance vote at the bomb-holder — or simply survive until every card is gone.
Teams are secret. Your Evil stat raises your odds of being Red. With 3–6 players there is one Red player; with 7–8 there are two, and they know each other.
The Cards
Always dealt to a Red player. Drawn on a turn — it explodes and Red wins. Exposed during Clairvoyance — it is defused and Blue wins.
Dealt to a random player. Drawn by Red — the hostage dies and Red wins. Drawn by Blue — the hostage is saved and nothing happens. Exposed during Clairvoyance — saved, and it leaves the game.
Nothing happens when one is drawn. But if every card runs out and the bomb never went off, Blue wins by exhaustion.
How a Round Works
Players take turns in Initiative order. On your turn, pick a face-down card from any other player's hand — it is revealed and leaves their hand. Every turn has a timer; if it runs out, the pre-selected card is drawn.
- Bomb → Red wins
- Hostage, drawn by a Red player → Red wins
- Anything else → next player
Once everyone has drawn, all players vote for the most suspicious player. Two other players then each reveal one card from the suspect's hand.
- Bomb exposed → defused, Blue wins
- A hostage is saved and removed; a neutral goes back into the hand, hidden
Tie votes are broken by Charisma — the lower yours is, the more likely you are the target.
Perk cooldowns tick down and the suspect's hand is shuffled, so Blue knows what went back but not where. A new round begins — no cards are redealt, the game shrinks until someone wins.
Win Conditions
- Anyone draws the Bomb on a turn
- A Red player draws the Hostage
- The Bomb is exposed during Clairvoyance
- All cards run out without an explosion
Classes & Perks
Before each game, pick a class and equip up to 3 perks. They shape your three stats — Initiative decides turn order, Charisma protects you in tie votes, Evil raises your odds of being Red — and can grant abilities like decoy cards or peeking at hidden cards. Your perks stay hidden from the other players.
Earn XP and gold by playing. Spend gold in the in-game shop to unlock new classes and perks.
Strategy Tips
Every reveal is information. Track what is left in each hand — if the bomb is not among the cards you have seen, it is among the ones you have not.
Red knows where the bomb is, so they will quietly steer around it. Who never draws from a certain hand? Who keeps redirecting the table?
Clairvoyance is Blue's only weapon. Pool your suspicions and aim it at the likeliest bomb-holder — a wasted vote is a free round for Red.
A player with no cards left cannot be holding the bomb — with a single Red in the game, that clears them completely.