Games

The Games.

Five titles, five different kinds of evening.

Some nights are deep social deduction. Some are quick-fire chaos. Some are cooperative — a story you and your friends are inside, with me running the world around you.

The games

What I run for an evening

I run more than one kind of evening. Some nights are deep social deduction where you’re trying to read everyone in the room. Some are quick-fire chaos. Some are cooperative — a story you and your friends are inside, with me running the world around you.

Here’s what’s on the menu. If you’re not sure which one fits your group, get in touch and I’ll match it to what you actually want from the night.

Blood on the Clocktower

The headliner.

5–20 players · 2–3 hours · Deep social deduction

A small town has a problem: some of you are demons. Each player gets a unique character with its own ability — the Empath senses evil neighbors, the Fortune Teller hunts the demon, the Investigator gets information that’s almost-but-not-quite reliable. Good wins by figuring out who the demon is. Evil wins by not letting them.

When you die, you keep playing. You lose your vote — except for one final ghost vote you can spend on whoever you most want hanged — but you stay at the table, you stay in the conversation, and your information stays in play. That’s the design choice that lets a three-hour game stay social: nobody gets sent to their phone, nobody waits forty minutes for the next round. Half the table can be dead and the room is still loud.

The reason it holds 20 people through three hours is that the Storyteller (me) actively shapes the night. I pick the script — Trouble Brewing for first-timers, Sects & Violets when the table’s ready for something stranger — and that choice changes what’s even possible at the table. I send visions at the right moments. I lie to the Drunk and the Poisoned exactly the way the rules let me. I decide which red herrings land, and I keep the tension on a rising line instead of a flat one. Two games on the same script with the same players still play differently, because the Storyteller is reading the room and steering.

It’s the best social deduction game I know. Everything else on this page is here because it does something Clocktower can’t.

Best for: Medium-to-large groups, evenings where you want one big experience, anyone willing to commit a full evening to a single excellent game.

See pricing →

One Night Ultimate Werewolf

Ten minutes. One round. Repeat.

3–10 players · ~10 minutes per round · Fast, light social deduction

Classic Werewolf compressed into a single round. There’s one night phase where each role does their thing in order, then one day phase, then one vote — and it’s over. The whole thing fits inside ten minutes.

The trick is that several roles can swap, copy, or move other people’s cards during the night. By morning, nobody fully trusts what they saw. You spend the day phase trying to reconstruct what happened from everyone’s partial information, and then you vote and find out who was lying about which part.

You can play five or six rounds in an hour, and every round shuffles which roles are even in the game. It’s the perfect warm-up before something heavier, the perfect filler when people are arriving in waves, and the perfect format for groups that want to keep momentum high.

Best for: Smaller groups, warm-ups before a bigger game, parties where people are dipping in and out, anyone new to social deduction who wants to learn the genre fast.

See pricing →

Fangs (Shadow Hunters)

Three factions, hidden identities, things get violent.

4–8 players · 30–45 minutes · Social deduction with combat

Three factions: vampires, werewolves, and humans — each with their own win condition. The catch is that you start the game knowing only your own role. Vampires want to wipe out the werewolves. Werewolves want to wipe out the vampires. Humans mostly want to survive, though some humans have weirder agendas.

Unlike most social deduction games, there’s an actual board, actual dice, and actual combat. You can attack other players to damage them — which means deduction has stakes. Pick wrong and you’ve just hit your own teammate. Reveal your role to unlock your special power, and now everyone knows whose side you’re on.

It’s faster and more mechanical than Clocktower, with a smaller group, and it teaches in five minutes. The horror-anime art and dice-based combat give it a different texture from purely talky social deduction games.

Best for: Groups of 4–8 who want something punchier than ONUW but lighter than Clocktower, players who like a bit of dice-rolling alongside the deduction, anyone who's already done Werewolf to death and wants something with more going on.

See pricing →

Two Rooms and a Boom

The loud one.

6–30 players · ~30 minutes per round · High-energy social deduction

Split into two physical rooms. One room has the President. The other has the Bomber. Almost nobody knows who’s who. Across several timed rounds, each room negotiates with the other, swapping hostages between rooms to figure out the layout — and to position themselves correctly when the timer runs out.

The President’s team wins if the two are in different rooms at the end. The Bomber’s team wins if they’re in the same room. In between, you’ve got cards and abilities pulling in different directions, and the negotiation gets loud.

This is the most physical, kinetic game on the list — people are on their feet, moving between rooms, shouting across doorways, cutting deals under deadline. It scales up to 30 players cleanly, which makes it the obvious pick when the rest of the games hit their player ceiling.

Best for: Large groups, corporate events, anyone who wants the room to come alive rather than lean in over a table.

See pricing →

Paranoia

The RPG where everyone's a traitor and The Computer is watching.

3–6 players · 3–4+ hours · Comedy-horror RPG

You’re Troubleshooters in Alpha Complex, a dystopian underground city run by The Computer. The Computer is your friend. The Computer is always right. Your job, today, is to find and eliminate traitors.

Everyone at the table is a traitor.

Every player secretly belongs to a forbidden secret society pursuing forbidden goals. Every player secretly has a mutant power they’re not allowed to admit to having. Death is temporary — you have six numbered clones, so when (not if) you get killed, you respawn as the next one. The whole thing is played for dark comedy, with a healthy dose of paranoia, accusation, and the cheerful announcement of new and exciting safety regulations.

This is the biggest commitment on the list. It’s a proper RPG night — I’m running the world, the NPCs, the voice of The Computer, and the slow drip of new information. You’re not playing a board game; you’re inhabiting a character in a story that goes wherever the table takes it.

Best for: Groups who've enjoyed RPG-adjacent play and want to try the real thing, friends with a dark sense of humor, anyone who's ever wanted to file a paperwork form against their teammate while being shot at.

See pricing →

On request

Other games I can run

Not part of the curated catalogue. If you have a specific title in mind, ask — I can run these, just not as a storyteller-driven night.

More social deduction

Classics that aren't storyteller-driven, but I'm happy to bring them if you want the evening to be about them:

  • Secret Hitler — fascists vs. liberals in Weimar Germany.
  • The Resistance — spies vs. resistance fighters; pure vote-deduction.
  • Coup — bluff-driven card game, fast rounds.

Storyteller-led, beyond social deduction

Other formats where I run the world — just without lying at the center:

  • Descent — cooperative dungeon crawl; I run the overlord role.
  • HeroQuest — the classic streamlined fantasy dungeon crawl; you play the heroes, I run the dungeon and the monsters.

Similar GM-driven titles can be arranged on request.

Coming soon…

Joining the catalogue

Games I'm learning to a storyteller's depth. Not on the menu yet, but they will be — ask if one catches your eye and I'll let you know when it's ready.

Feed the Kraken

Three factions, one ship, and a sea losing patience.

5–11 players · 60–90 minutes · social deduction

Hidden roles where the sailors push for port, the pirates fight to stay at sea, and a cult quietly wants to feed the kraken. Three factions instead of the usual two cracks the deduction wide open — alliances shift, and the rotating captaincy forces everyone to declare. Joins the catalogue once I’ve run it enough times to read the table on instinct.

Deception: Murder in Hong Kong

A murderer, a forensic scientist who can't speak, and rounds shorter than you'd think.

4–12 players · ~20 minutes · investigative deduction

The forensic scientist knows who did it but can only signal through clue cards — weapon, scene, motive. The detectives read the hints, float theories, and try to pin the right pairing. Fast, rewards thinking aloud, and slots in well when an evening has room for one tighter format before people head home.

Spyfall

Eight-minute rounds, one location everyone shares — except one of you.

3–8 players · 8 minutes per round · question-and-answer deduction

Everyone gets the same location card; the spy gets a blank one. Players ask each other oblique questions to surface the spy, while the spy tries to guess the location from the answers before time’s up. Almost no setup, high replay, and a good opener while the room warms up to something heavier.

Get in touch

Drop me a line

Fastest way to book is email. Otherwise, fill out the contact form here.

I'll come back within a day with options.

Prefer to write from your own mail client? kontakt@storyteller-martin.dk