1
Ghost distributes vision cards
Give any number of vision cards to one psychic at a time, drawing back up to 7 afterward
2
Start the timer
Once all psychics have received their cards, flip the sand timer
3
Use crow markers
The ghost may discard any or all vision cards and draw back up to 7
4
Place clairvoyancy tokens
Each psychic places one token (checkmark or X) per card on other psychics' guesses only
5
Advance clairvoyancy track
Each correct token prediction advances that psychic's clairvoyancy by 1 level
6
Return tokens at round 4
Clairvoyancy tokens are returned to psychics at the start of round 4
7
Store correct guesses
Each psychic places correctly guessed character/room/weapon cards in their sleeve
8
Earn bonus for early completion
Psychics who guess all 3 cards before round 7 advance on the clairvoyancy track by remaining rounds
9
Display all collected cards
Psychics remove cards from sleeves and lay out each triad numbered with mantle-shaped tokens
10
Ghost selects the murderer
The ghost chooses the true culprit and places the corresponding numbered token face down
11
Ghost prepares final vision
Choose 3 vision cards (one each for culprit, room, weapon), shuffle them, and place face down
12
Reveal vision cards randomly
Cards are revealed one at a time in random order; psychics don't know which represents suspect, room, or weapon
13
Vote by clairvoyancy level
Level 1 psychics vote after 1 card, Level 2 after 2 cards, Level 3 after all 3 cards
14
Cast secret votes
Place a numbered clairvoyancy token secretly in your sleeve to indicate your suspect choice
15
Break ties
Ties are broken first by clairvoyancy level, then by oldest player if still tied