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Staked!

Staked! Rulebook

Table of Contents

Table of Contents

  • Game Overview
  • Game Components
  • Initial Setup
  • Beginning Night Phase
  • Play Overview
  • Mingling Phase
    • Voting Token Types
  • The Dining Phase
  • The First Round
  • Ending the Game
  • Additional Rules
    • Alpha Hunter
    • Alpha Hunter Voting Tokens
  • Vampire Lord
  • Ghost Players
    • Breaking Ties
    • Ghostly Intervention
  • Last Will Cards
  • Three Living Players
  • Complete Round Overview
  • Advanced Play
  • Sacred Relics
    • Setup
    • Revealing Sacred Relics
    • Sacred Relic Abilities
    • Using the Sacred Relic Board
    • Updated Flow with Relics
    • Sacred Relic Glossary

Game Overview

Players are divided secretly into two teams, Hunters and Vampires. The Hunters don't know anyone's Secret Role, and are trying to eliminate all Vampire players. The Vampires know who the other Vampire players are, and are trying to avoid detection, while eliminating all Hunter players.

First time players should read the full instructions before play begins. Returning players who want a refresher on the flow of the round should refer to the "Initial Setup" section, and the "Complete Round Overview" section.

Game Components

  • Voting Tokens (x30)
  • Character Cards (x10)
  • Seating Tiles (x10)
  • Sacred Relic Player Aid Cards (x10)
  • Secret Role Cards (x10)
  • Last Will Cards (x18)
  • Sacred Relic Cards (x16)
  • Sand Timers, 30 sec. and 3 min. (x2)
  • Alpha Hunter Tile (x1)
  • Sacred Relic Board (x1)
  • Alpha Hunter Tokens (x3)
  • Sacred Relic Tokens (x3)
  • Ghost Voting Dials (x10)

Initial Setup

Each player chooses a Character Card, and takes the corresponding Seating Tile and 3 Voting Tokens bearing the same numeral and color depicted on the Character Card. The Character Card is placed portrait-side up directly in front of the player, while the Seating Tile is placed numeral-side up in the center of the play area, with the other Seating Tiles. The Alpha Hunter Tile and Voting Tokens are placed aside for now. The 3-minute sand timer is placed in the center of the play area.

Before play can begin, each player must first be assigned to a team. To do this, create a deck of Secret Role Cards, according to the chart below:

Player #HuntersVampiresVampire LordVampire Lord knows other Vampires?
6411NO
7511YES
8521NO
9621NO
10721YES

(with Midnight x Dawn mini expansion)

Player #HuntersVampiresVampire LordVampire Lord knows other Vampires?
11821YES
12921YES

This deck is shuffled, and one card is dealt out to each player, face-down. Players privately examine their Secret Role Card. If you were dealt a Hunter Card, you are playing for the Hunter team. If you were dealt a Vampire or Vampire Lord Card, you are playing for the Vampire team.

After all players have examined their cards, they should each place them face-down beneath their Character Card, to keep them secure. A player's Secret Role Card is not revealed if they are eliminated. It is revealed only at the end of the game, or when the player is specifically targeted by an Investigation effect (see pg. 13).

Beginning Night Phase

After Secret Roles have been assigned, all players must perform the following steps, in order. Choose one player (preferably the one with the most experience) to announce each of the following steps, so that all players know what to do, and at what time. That player should memorize the steps ahead of time, as their eyes will be closed along with the other players.

If the current game uses a Vampire Lord who does not know who the other Vampire players are (see pg. 4), announce this additional step at the beginning:

Step 0: "Vampire Lord, when the Vampires are told to open their eyes, you do NOT open your eyes."

Then, announce the remaining steps as normal:

Step 1: "Everyone, close your eyes." (This includes the announcer.)

Step 2: "All Vampires, open your eyes, and acknowledge each other." (Allow a few seconds for players to do this.)

Step 3: "Vampire Lord, wiggle your eyebrows." (Allow a few seconds for players to do this.)

Step 4: "All Vampires, close your eyes."

Step 5: "Everyone, open your eyes."

If no issues were observed during the previous steps by any players, play is ready to begin.

Play Overview

Each game consists of multiple rounds, with each round consisting of two phases: the Mingling Phase, followed by the Dining Phase.

  1. Mingling Phase: Players simultaneously discuss suspicions and cast secret votes against other players. Some votes will be for elimination, while other votes will be to elect 1 player as Alpha Hunter in the next round (see pg. 13).
  2. Dining Phase: All secret votes are revealed. 1 player is eliminated, and 1 player is elected Alpha Hunter for the next round.

There is no turn order based on seating, so no specific seating arrangements are required, as long as all players are within reach of the Seating Tiles in the center play area.

Mingling Phase

You engage in excited conversation between courses as the servants move a flurry of dishes and trays around the table. Now is the perfect time to act on your suspicions, and slip something deadly onto another player's plate!

At the start of this phase, flip the 3-minute sand timer in the center of the play area. Living players (Vampire and Hunter players who have not been eliminated) have this much time to openly discuss the events of the previous rounds, make accusations, ask questions, attempt to gain trust, or single out a target. Players on the Hunter team should attempt to figure out who is on the Vampire team through their behaviors and actions. Similarly, players on the Vampire team should cast doubt on Hunter players, while avoiding suspicion themselves.

Players are NOT required to tell the truth in this phase. In fact, if you are a Vampire player, learning to balance the truth with carefully crafted lies will allow you to survive for as long as possible.

While discussions are taking place, Living players also use their 3 Voting Tokens to cast votes towards other Living players. Players do this by placing a token, with the numeral-side up, onto the Seating Tile of any other Living player. The actual contents of the votes are not revealed until the Dining Phase. There is no turn order, so players may place their tokens down at any time during this phase, following these restrictions:

  • A player cannot place a Voting Token on their own Seating Tile.
  • A player cannot place more than 1 of their Voting Tokens onto the same player's Seating Tile.

Voting Token Types

Stake Voting Token: The instrument of death at this lovely gathering, a stake to the heart will kill Vampire and Hunter alike! At the end of the round, the player who received the most Stake Tokens will be eliminated, becoming a Ghost player.

Feast Voting Token: No banquet is complete without food! Show your confidence in another player by placing this token on their Seating Tile. At the end of the round, the player who received the most Feast Tokens will become Alpha Hunter in the next round (see pg. 13).

Once all Voting Tokens have been placed, or the time limit expires, the Mingling Phase ends and play then moves to the Dining Phase. In the event that the time limit expires and there are players with unplaced Voting Tokens, each of those tokens count as 1 automatic Stake vote against them in the upcoming Dining Phase, even if the unplaced token was a Feast.

(Mingling phase Voting Token placement example, p. 9.)

The Dining Phase

The silver lids are lifted, and what lies beneath is revealed. Will there be a juicy cut of prime rib waiting for you, or will it be a spring-loaded stake that launches directly into your heart?

All players turn over the Voting Tokens placed on their Seating Tile during the Mingling Phase.

First, Stake votes are tallied up, and the player who received the most Stake votes has been eliminated. Their Seating Tile is flipped over to the "Staked!" side, and that player continues the remainder of the game as a Ghost player (see pg. 15). They no longer place Voting Tokens during the Mingling Phase, nor do they have Voting Tokens placed on their Seating Tiles during this phase.

Next, the player who received the most Feast votes during this round becomes the Alpha Hunter for the next round, and is given the Alpha Hunter Tile and Voting Tokens (see pg. 13). If the player who received the most Feast votes was also eliminated this round, or had been elected Alpha Hunter in the preceding round, then the player who received the next-highest number of Feast votes becomes the Alpha Hunter instead.

Once the results have been determined, and players have had a chance to process the events of the round, the round ends. All Voting Tokens are gathered up by their respective players, and the next round begins from the Mingling Phase.

(Example of Voting Tokens revealed in the Dining Phase. In this round, the purple player ("Silver" Odette) received the most Stake votes, so they are eliminated. The green player (Lord Carandini) received the most Feast votes, so they will be Alpha Hunter in the next round.)

The First Round

The first round of the game acts as an introductory round, with no player elimination. The player who receives the most Feast Tokens is elected Alpha Hunter in the next round as normal, but the player who receives the most Stake Tokens is not killed. Instead, that player must pass their Secret Role Card, face-down, to another player of their choice. That player then examines this card, privately, before returning it to the player. The examining player is not required to reveal this information or tell the truth about what they saw. This initial information will allow for a basis of the discussions and accusations to follow.

Ending the Game

The game ends when either of these two conditions are met:

  • The Hunter team wins if, at the end of the round, all Vampire and Vampire Lord players have been eliminated. When this happens, the Vampire team must announce that all Vampires are dead, and the Hunter team is declared the winner. Congratulations, the Guild endures!
  • The Vampire team wins if, at the end of the round, there is only 1 Living Hunter player remaining. Vampires announce that there is only 1 Living Hunter, and the Vampire team is declared the winner. It's time to feast!

Additional Rules

Alpha Hunter

Sometimes you just need someone to take charge and show these Vampires who's boss! That's where the Alpha Hunter comes in.

The player who received the most Feast Tokens during a round becomes the Alpha Hunter in the next round and places the Alpha Hunter Tile on top of their normal Seating Tile, to denote their status. They also receive the 3 Alpha Hunter Voting Tokens, which are used in place of their normal Voting Tokens for the round. These tokens are placed down in the Mingling Phase as normal, with the back ("A" side) facing up.

Alpha Hunter Voting Tokens

Double-Stake Voting Token: Counts as 2 Stake votes when determining which player should be eliminated this round.

Feast Voting Token: Counts as 1 Feast vote for Alpha Hunter.

Investigation Voting Token: After Voting Tokens are revealed in the Dining Phase, but before a player is eliminated, the player who received the Investigation Token must pass their Secret Role Card, face-down, to the current Alpha Hunter. The Alpha Hunter then examines the card, privately, before returning it to the player. The Alpha Hunter is not required to reveal this information or tell the truth about what they saw.

Vampire Lord

What's a party without a little chaos? The Vampire Lord has the power to sway unsuspecting Hunters to his side, so now even a simple investigation bears the risk of turning you into a mesmerized slave!

Unlike other Secret Role Cards, the Vampire Lord possesses a special ability: at any time, if the Vampire Lord is investigated by a Hunter player, that player is immediately "Mesmerized". Mesmerized players are now playing for the Vampire team for the remainder of the game, and now only win if the Vampire team wins. Players do not become un-mesmerized if the Vampire Lord is eliminated, or even if they themselves are eliminated, so they should always perform actions in the best interest of the Vampire team.

There is no physical way to track a Mesmerized player, so that player will have to remember their new status for the remainder of the game. As such, their Secret Role Card will still show them as a Hunter if they are investigated. Also, the normal conditions for ending the game still apply (i.e. the Hunter team doesn't need to eliminate Mesmerized players, and the Vampire team must ensure that there is still only 1 Living Hunter player remaining, including Mesmerized players).

IMPORTANT! The rules of the Vampire Lord are vital to the outcome of the game, and should be explained thoroughly to players before play begins. Players must understand that they are NOT to expose the Vampire Lord if they investigate them, as they will become Mesmerized, and are themselves now playing for the Vampire team. Really. This is important!

Ghost Players

The game is nowhere near over when you get staked! You now have to convince both the living and the dead as you attempt to support your team from beyond the grave.

Once a player has been eliminated, they are still active in the outcome of the game, but no longer take part in the normal Mingling or Dining Phases. Their Seating tile is flipped over to the "Staked!" side, in order to denote their Ghost status, and they are given a Voting Dial to perform Ghostly Intervention (see pg. 16).

(Voting Dial)

Ghost players are not restricted from discussion during the Mingling and Dining Phases, but it should be emphasized that Ghost players are no longer part of active player elimination, so they should allow for a majority of the discussion to be between Living players.

Ghost players perform 2 important functions:

Breaking Ties

If during the Dining Phase there is a tie, either between who will be eliminated, or who will be elected Alpha Hunter, all Ghost players vote for who will be eliminated/elected.

Ghost players indicate their vote for election/elimination by selecting a player's numeral on their Voting Dial. Once all votes have been cast, all Ghosts reveal their Voting Dials, and the player who received the most votes is eliminated/elected.

If after this action even the Ghost vote is a tie, then the most recently eliminated player breaks that tie. Note that Ghosts can only cast votes for players that are involved in the tie. If a tie occurs for both Alpha Hunter election and player elimination, Ghosts first vote to determine player elimination, then, if there is still a tie for election, vote a second time.

If a tie occurs while there are no Ghost players, ties are broken by a majority vote from all Living players, using their Voting Dials. If there is still a tie after voting this way, there is no elimination/election that round.

Ghostly Intervention

At the start of the Mingling Phase, all Ghost players move away from the central play area, so as not to observe any Voting Tokens being placed.

As the Living players are discussing and voting, Ghost players cast votes for the player they want to target with Ghostly Intervention this round. They do so by indicating that player's numeral on their Voting Dial. Ghost players may discuss votes amongst themselves, but cannot reveal the vote they set on their Voting Dial to any other player. All Ghost players must cast a vote before the Mingling Phase ends.

Once all Ghost players have cast their votes, they rejoin the Living players at the central play area, placing their Voting Dials face-down in front of their Character Card. Once Ghost players have rejoined the Living players, they can no longer adjust their votes.

Then, at the start of the Dining Phase, after all of the Voting Tokens have been revealed, the Voting Dials are flipped face-up. The player who received the most votes has received Ghostly Intervention this round. During this round, that player ignores all Voting Tokens they received for that round, and is not considered for elimination, Alpha Hunter election, or Secret Role investigation.

A player is not eligible to receive Ghostly Intervention two rounds in a row, instead going to the player with the next-highest vote count. If the vote for Ghostly Intervention ends in a tie, the player who was eliminated most recently breaks that tie.

Last Will Cards

You've just been killed and you're mad as hell about it! But as a small consolation, you have one last surprise for anyone who decided to cross you.

Immediately after a player is eliminated during the Dining Phase, that player draws a card from the Last Will Deck and reads it aloud. The card will present the player with a single-use effect that they must resolve before the Dining Phase can continue. Actions and effects vary, and are self-contained, but if there is ever a situation where the effect of a Last Will Card appears to contradict a rule in this rulebook, the Last Will Card always takes precedence.

If a player draws a Last Will Card referring to a Sacred Relic in its effect, and Sacred Relic Cards are not being used in this game, the Last Will Card is discarded and a new one is drawn (see pg. 20).

Three Living Players

If there are only 3 Living players at the start of the Mingling Phase, play continues for this round with the following changes:

  • Each player places only 1 Stake and 1 Feast Token this round. The second Stake Token is not used.
  • There is no Alpha Hunter this round, even though one was elected in the previous round.
  • Ghost players do not perform Ghostly Intervention this round, though they do still break ties if they occur.
  • Negate any Last Will effects that were applied from the previous round. The player eliminated this round does not draw a Last Will Card.
  • If Sacred Relics are being used, they have no effect this round (see pg. 20).

Complete Round Overview

A complete breakdown of the order of operations for a normal round of Staked!, taking into account all rules mentioned thus far:

  1. Ghost players move away to cast their votes for Ghostly Intervention.
  2. The Mingling Phase begins. Living players discuss events and place Voting Tokens.
  3. Once all votes for Ghostly Intervention have been cast, Ghost players return to the central play area.
  4. Once all Voting Tokens have been placed, or the time expires, the Mingling Phase ends.
  5. Ghost players reveal their Ghostly Intervention votes. The player who received the most votes is protected from all Voting Tokens this round.
  6. The Dining Phase begins, and Voting Tokens are revealed. 1 player is eliminated, and becomes a Ghost player. They draw a Last Will card, and apply its effect. Then, 1 player is elected Alpha Hunter, and receives the Alpha Hunter Voting Tokens. Any ties occurring in the Dining Phase are broken by Ghost players.

Advanced Play

The following rules offer more variety and complexity to the standard game, and can be incorporated by more seasoned players to create a more satisfying experience. It should be noted that these rules will increase the game's overall play time, and aren't well suited for a more casual experience, or for when the game is composed of mostly new players.

Sacred Relics

What banquet is complete without party favors? The "tools of the trade" in this nasty business, a Hunter's Sacred Relic gives them the edge they need when dealing with the supernatural. That is, if they live long enough to use it!

Setup

Sacred Relics add an additional layer to the game, in the form of a unique ability for the player that possesses it. The initial setup of the game is the same as in the standard game, with the following additions:

  1. The Sacred Relic Board is placed in the center of the play area. The 3-minute timer is placed in the center of this board, while the 30-second timer is placed on the icon of the "Ritual Bell" Sacred Relic.
  2. The Sacred Relic Deck is shuffled and placed beside the Sacred Relic Board.
  3. Each player is given a Sacred Relic Player Aid reference sheet. For ease of play, players should refer to the Sacred Relic Player Aid when inquiring about Sacred Relic effects, rather than reading each individual card's effect.

(Example setup using Sacred Relics, with Sacred Relic board and timer.)

Revealing Sacred Relics

Sacred Relics are not in play for the first round of the game. Rather, they enter into play at the end of the first round, using the following process:

  1. Beginning with the newly-elected Alpha Hunter, that player draws the top card of the Sacred Relic Deck and examines it privately. They then choose 1 other player to receive this Sacred Relic. The player who received the Sacred Relic then tucks the card, face-up, under their Seating Tile. That player now possesses the Sacred Relic, and may use its ability.
  2. The above action is repeated by the next player in clockwise order, with the additional note that you cannot choose to give a Sacred Relic Card to a player that already has a Sacred Relic in their possession.
  3. This process repeats until there is only 1 remaining player who has yet to hand out a Sacred Relic Card. At that point, that player draws 2 cards from the Sacred Relic Deck instead of 1, and chooses which to give to the other player.

After all players have received a Sacred Relic in this way, any remaining Sacred Relic Cards are placed back in the game box, and normal play is ready to resume from the Mingling Phase.

Sacred Relic Abilities

Sacred Relic Effects come in 3 types: Pre-Mingling, Post-Mingling, and Passive. The activation order of Pre-Mingling and Post-Mingling effects are tracked using the Sacred Relic Board (shown in next section). Only Living players can use the effects of their Sacred Relic. Once a player is killed, they still possess the Sacred Relic, but it provides no effect.

Pre-Mingling Sacred Relics: The Sacred Relic's effect may be used once per round, directly before the Mingling Phase begins. The order in which players may activate these effects is indicated by the number near the center of the Sacred Relic card, with a lower number activating before a higher number. Alternatively, the order of activation is depicted in the Sacred Relic Player Aid, and is tracked using the Sacred Relic Board.

Pre-Mingling Sacred Relics all have effects that target other Sacred Relics. If an effect was used to target a particular Sacred Relic in a round, the effect cannot be used to target the same Sacred Relic in the next round. To keep track of these effects, each of these Sacred Relics come with a corresponding token. This token is placed on top of the most recently targeted Sacred Relic Card, to record that it was targeted last by the effect.

Post-Mingling Sacred Relics: The Sacred Relic's effect may be used once per round, after all the Voting Tokens have been placed, but before the Mingling Phase officially ends. The order in which players may activate these effects is indicated by the number near the center of the Sacred Relic card, with a lower number activating before a higher number. Alternatively, the order of activation is depicted in the Sacred Relic Player Aid, and is tracked using the Sacred Relic Board.

Post-Mingling Sacred Relics all have effects that manipulate the placement of Voting Tokens.

Passive Sacred Relics: The Sacred Relic's effect may be used at any time, so long as its indicated conditions are met. Since these effects each have a unique trigger condition, there are no issues with order of activation.

Using the Sacred Relic Board

The Sacred Relic Board is used to track the activation order of Pre-Mingling and Post-Mingling Sacred Relic abilities. The Pre-Mingling section of the board has 3 Sacred Relics (numbered 1-3), and the Post-Mingling section of the board has 4 (marked 1-4).

(Sacred Relic Board diagram.)

At the beginning of each Mingling Phase, before the timer starts: The 30-second sand timer is flipped, and is placed on the image of the active Sacred Relic with the lowest number in the Pre-Mingling section of the board (by default, "Ritual Bell", which is number 1). A Sacred Relic is considered active if it is in the possession of a Living player.

During this time, the player possessing the Sacred Relic must decide if they wish to use the effect, and if so, determine a target of the effect. If a player fails to resolve their Sacred Relic's effect before the timer runs out, they cannot apply the effect this round. Once the player applies their effect, or the timer runs out, the timer is then reset, and is then placed on the next active Sacred Relic in sequence. This process is repeated until all active Sacred Relics in the Pre-Mingling section have had a chance to apply their effect.

At the end of each Mingling Phase, after all Voting Tokens have been placed: The above process is repeated, instead this time using the Post-Mingling section of the board (starting this time, by default, on "Whisper-Wick Candle", which is number 1).

Updated Flow with Relics

With the addition of Sacred Relic Cards, the order of play is adjusted slightly. The following steps are outlined, to grant further clarity as to the order of operations:

  1. Living players activate any Pre-Mingling Sacred Relic effects, in order.
  2. Ghost players move away to cast their votes for Ghostly Intervention.
  3. The Mingling Phase begins. Living players discuss events and place Voting Tokens.
  4. Once all votes for Ghostly Intervention have been cast, Ghost players return to the central play area.
  5. Once all Voting Tokens have been placed, or the time expires, the Mingling Phase ends.
  6. Living players activate any Post-Mingling Sacred Relic effects, in order.
  7. Ghost players reveal their Ghostly Intervention votes. The player who received the most votes is protected from all Voting Tokens this round.
  8. The Dining Phase begins, and Voting Tokens are revealed. 1 player is eliminated, and becomes a Ghost player. They draw a Last Will card, and apply its effect. Then, 1 player is elected Alpha Hunter, and receives the Alpha Hunter Voting Tokens. Any ties occurring in the Dining Phase are broken by Ghost players.

In addition to this flow, any Passive Sacred Relic effects can be triggered or resolved at any time, so long as their appropriate condition is met.

Sacred Relic Glossary

Ritual Bell: At the start of the Mingling Phase, before Voting Tokens are placed, you may choose 1 Living player's Sacred Relic. Place the Ritual Bell Token on that Sacred Relic Card. Negate that Sacred Relic's effect(s) for the remainder of the round. You cannot target the same Sacred Relic 2 rounds in a row with this effect.

Signet Ring: At the start of the Mingling Phase, before Voting Tokens are placed, you may choose 1 Living player's Sacred Relic. Place the Signet Ring Token on that Sacred Relic Card. Switch possession of this Sacred Relic and the targeted Sacred Relic. This effect can only be used once per round. The same Sacred Relic cannot be targeted 2 rounds in a row with this effect.

Hindsight Looking Glass: At the start of the Mingling Phase, before Voting Tokens are placed, you may choose 1 Ghost player's Sacred Relic. Place the Hindsight Looking Glass Token on that Sacred Relic Card. For the remainder of the round, treat this Sacred Relic as the chosen Sacred Relic, gaining its effects. If the chosen Sacred Relic would activate in time order before the Hindsight Looking Glass, you may choose to activate its ability immediately. Below are edge-case explanations:

  • Signet Ring: You must swap the Hindsight Looking Glass with the other Sacred Relic. Next round, the other player will be in possession of the Hindsight Looking Glass, and can use its effect as normal.
  • Bangle of Oaths: No effect.
  • Key of Quick Passage: If the effect is used, Hindsight Looking Glass is discarded.
  • Scales of Justice: If the secondary effect is used, Hindsight Looking Glass is discarded.
  • Blood of the One: If the effect is used, Hindsight Looking Glass is discarded.

Whisper-Wick Candle: After all Voting Tokens have been placed during the Mingling Phase, but before Ghostly Intervention, you may choose 2 Living players: swap 1 of the placed Voting Tokens from each of their Seating Tiles. The owner of this Sacred Relic may choose to target themselves with this effect.

Bangle of Oaths (x2): After all Voting Tokens have been placed during the Mingling Phase, but before Ghostly Intervention, you may move up to 2 placed Voting Tokens from your Seating Tile onto the Seating Tile of the player with the other Bangle of Oaths Sacred Relic. If at any point one of the players with the Bangle of Oaths is killed, the other player is automatically killed as well, even if they had been protected by Ghostly Intervention that round. If the Bangle of Oaths is negated by the effect of the Ritual Bell, and the other player in possession of the Bangle of Oaths is killed, the negated player will not be killed until the beginning of the next round, when the Bangle of Oath's effect is restored.

If at the end of the initial Sacred Relic distribution, only 1 Bangle of Oaths is in play, the player with that Sacred Relic discards it, and draws a new Sacred Relic from the deck.

Key of Quick Passage: After all Voting Tokens have been placed during the Mingling Phase, but before Ghostly Intervention, you may discard this Sacred Relic: ignore all Voting Tokens placed on your Seating Tile this round. This includes the Investigation Token. Discarded Sacred Relics are not considered "active", nor can they be targeted by the Hindsight Looking Glass, unless the possessing player has been eliminated.

Ceremonial Dagger: During the Mingling Phase, you may place both of your Stake Voting Tokens on the same Seating Tile. This effect only applies to Stake Voting Tokens, and not Feast Tokens.

Seer's Orb: You may participate in voting for Ghostly Intervention, even when you are alive. Your vote may be cast at any time during the Mingling Phase. If the vote for Ghostly Intervention ends in a tie, you determine the outcome, instead of the most recently eliminated player. When voting for Ghostly Intervention, you are allowed to vote for yourself. You cannot vote for Ghostly Intervention if there are currently no Ghost players.

Effigy of Innocence: You cannot be investigated, by either the Alpha Hunter's Investigation token, or other effects. You receive 1 fewer Stake votes when determining elimination during the Dining Phase.

The False Idol: You receive 1 automatic Stake vote during the Dining Phase. Up to twice per game, when the current owner of this card is killed, they may give this Sacred Relic Card to another Living player. That player now possesses this Sacred Relic, in addition to any they already own.

Scales of Justice: If you are tied for the most Stake or Feast votes during the Dining Phase, instead of having the Ghost players break the tie, you may choose the outcome. Alternatively, you may discard this Sacred Relic to determine the outcome of ANY 1 tie for either Alpha Hunter election or player elimination during the Dining Phase. Discarded Sacred Relics are not considered "active", nor can they be targeted by the Hindsight Looking Glass, unless the possessing player has been eliminated.

Crown of Solomon: You cannot be Mesmerized by the Vampire Lord. This Sacred Relic cannot be swapped by the effect of the Signet Ring.

Van Helsing's Journal: After a player is eliminated during the Dining Phase and has applied their Last Will effect, if none of your Stake Voting Tokens are on their Seating Tile, you may choose to immediately investigate their Secret Role Card, following the standard rules for investigation.

Cross of Saint John: If you are killed during the Dining Phase, and at least half of the votes are from Vampire or Vampire Lord players, the Hunter team wins the game. Vampire players are the only ones who can verify this outcome, and MUST announce this, if this condition is met.

Blood of the One: At any time, you may discard this Sacred Relic to target 1 Living player. That player MUST announce whether they are currently Mesmerized. If they are mesmerized, they are immediately eliminated. If they had placed any Voting Tokens down this round, those tokens are removed, even if the tokens have already been revealed in the Dining Phase. Players eliminated by this effect would draw a Last Will Card as normal when killed. Discarded Sacred Relics are not considered "active", nor can they be targeted by the Hindsight Looking Glass, unless the possessing player has been eliminated.