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

🔴
Red Team

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.

🔵
Blue Team

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

💣 BOMB
Bomb

Always dealt to a Red player. Drawn on a turn — it explodes and Red wins. Exposed during Clairvoyance — it is defused and Blue wins.

🔒 HOSTAGE
Hostage

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.

NEUTRAL
Neutral

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

1
Draw Phase

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
Clairvoyance Phase

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.

2
Round End

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

Red wins if…
  • Anyone draws the Bomb on a turn
  • A Red player draws the Hostage
Blue wins if…
  • 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.

The Seer Glimpse hidden cards
The Witch Hexes and misdirection
The Warden Defensive guardian
The Whisper Influence the vote
The Vessel Sacrifice for the team

Earn XP and gold by playing. Spend gold in the in-game shop to unlock new classes and perks.

Strategy Tips

🃏
Count the cards

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.

👥
Watch the draws

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?

Vote with intent

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.

🃟
An empty hand tells a story

A player with no cards left cannot be holding the bomb — with a single Red in the game, that clears them completely.