- who farted card game rules use hidden teams, secret roles, discussion, and voting.
- Farting thieves win if at least one thief reaches the ground floor conscious.
- Innocent bystanders must identify, bind, and gag every thief before the escape succeeds.
- Each round includes darkness, secret abilities, open discussion, and a binding vote.
- Best player count is five to twenty people, with a narrator helping manage larger groups.
who farted Card Game Rules Explained
The core who farted card game rules turn a crowded elevator into a social deduction mystery. Players are secretly divided into two teams: innocent bystanders and farting thieves. The thieves have stolen diamonds and eaten toxic baked beans, leaving them desperate to escape while avoiding detection. The bystanders must identify the thieves, restrain them, and survive the elevator ride.
The game is designed for five to twenty players, with a suggested age of 8 and up. A typical session takes about four minutes per player, although discussion-heavy groups may need longer. The narrator role is useful when someone wants to manage the action instead of taking a secret team role.
Video Highlights:
- Hidden teams create the central whodunit mystery.
- Darkness activates secret roles and special abilities.
- Players discuss suspicious actions before voting.
- The game supports large groups and repeat rounds.
- A narrator can keep the game moving for spectators and players.
| Rule Element | What It Means |
|---|---|
| Player count | 5–20 players |
| Suggested age | 8 and up |
| Session length | About 4 minutes per player |
| Main teams | Innocent bystanders and farting thieves |
| Moderator option | A narrator controls the flow of the game |
| Main action | Deduction, discussion, role powers, and voting |
The humor makes the game accessible, but the strategy comes from incomplete information. Players must decide who appears trustworthy, who may be pretending to have a special role, and whether a strange action was caused by a secret ability or deliberate deception.
For a first session, explain the two team objectives before introducing every special role. Players understand the deductions more easily when the basic win conditions are clear.
Teams, Roles, and Game Setup
Before the first round, assign each participant a secret role. The source overview describes 10 unique roles, creating different combinations from one session to the next. Not every role has the same objective, so players must pay attention to behavior as well as spoken claims.
The two main teams are the innocent bystanders and the farting thieves. The bystanders generally work together to expose and bind the thieves. The thieves attempt to stay hidden long enough for at least one of them to reach the ground floor alive and conscious.
Some roles introduce individual objectives that can complicate the team battle. The suicidal pyromaniac, for example, wants to appear suspicious without being bound and gagged because the role can win by being farted on and successfully blowing up the elevator. This creates a third layer of uncertainty: a suspicious player may not be a thief.
Innocent Bystanders
Work together to identify the thieves, avoid unconsciousness, and bind and gag the opposing team.
Farting Thieves
Hide their identities, use darkness strategically, and help at least one thief escape conscious.
Special Roles
Add powers and personal objectives that make claims, accusations, and alliances harder to evaluate.
Narrator
Controls the sequence, announces actions, and keeps the game understandable for the whole group.
| Role | Known Ability or Objective | Strategic Effect |
|---|---|---|
| Mind reader | Checks whether one chosen player is a farting thief | Creates valuable information but must persuade the table |
| Diver | Holds their breath and resists the thieves’ farts | Can protect another player with a nose peg |
| Contortionist | Can free themselves from being bound and gagged | Makes a successful vote less final |
| Gardener | Can free another player from restraint | Can disrupt the bystanders’ attempt to remove thieves |
| Suicidal pyromaniac | Wants to seem suspicious without being bound and gagged | Adds an independent objective to the deduction |
The exact value of each role depends on timing and table credibility. A mind reader may know the truth but still fail if other players believe the claim is a deception. Likewise, a diver can protect someone, but that protection may make both players look connected.
Do not reveal a role’s private objective while explaining the rules. Give players only the information needed for their own role, then let the table discover suspicious patterns through play.
Step-by-Step Round Flow
A round follows a repeated structure. The narrator manages the hidden actions while the rest of the table keeps their eyes closed during the darkness phase. When the lights return, players use the available information to argue, accuse, defend themselves, and decide who should be restrained.
Reveal the Darkness Phase
The narrator announces that the lights go out. Players follow the instructions for their secret roles while keeping their eyes closed. Thieves and special roles may perform abilities during this hidden phase.
Resolve Secret Abilities
The narrator guides each role through its permitted action. The mind reader may inspect one chosen player, while protective or escape abilities can affect later votes and restraints.
Return to Open Discussion
Once the lights come back on, players discuss what happened. Share observations carefully, compare claims, and watch for contradictions rather than accepting the loudest accusation.
Accuse and Defend
The table has roughly two minutes to question suspicious players. Players can claim useful roles, challenge another person’s story, or stay quiet to avoid revealing information.
Vote to Bind and Gag
The group votes on who should be bound and gagged for the round. Resolve the selected role’s abilities, then check whether either team has reached its winning condition.
The rhythm is important. If discussion continues without a decision, the strongest information becomes diluted by repeated accusations. A narrator should give the table a clear warning before the vote and announce the result in a consistent order.
| Phase | Player Focus | Narrator Responsibility |
|---|---|---|
| Darkness | Keep eyes closed and follow role instructions | Call roles in a consistent sequence |
| Secret actions | Use powers without exposing private information | Resolve effects accurately |
| Discussion | Compare claims and identify contradictions | Track time and maintain order |
| Vote | Choose who should be bound and gagged | Count votes and announce the outcome |
| Resolution | Check restraints, escapes, and objectives | Determine whether the round continues |
Use a visible timer for the discussion period. A firm limit encourages players to make meaningful claims and prevents one speaker from controlling the entire round.
How Each Team Wins
The bystanders and thieves approach the same round from opposite directions. The innocent team wants reliable identification and control. The thieves want confusion, misdirection, and enough surviving allies to reach the ground floor.
The bystanders’ clearest route is to bind and gag the thieves one at a time. However, a restraint may not be permanent when roles such as the contortionist or gardener can free themselves or another player. Before celebrating a successful vote, consider whether a secret ability could change the result.
The thieves do not necessarily need to convince the whole table that they are innocent. They only need to protect their escape plan long enough for at least one farting thief to reach the ground floor alive and conscious. A thief may therefore benefit from allowing suspicion to fall on another thief, a special role, or an independent player.
| Team or Role | Primary Objective | Main Challenge |
|---|---|---|
| Innocent bystanders | Bind and gag all farting thieves while reaching the ground floor safely | False claims, hidden powers, and rescue abilities |
| Farting thieves | Help at least one thief reach the ground floor alive and conscious | Staying hidden during discussion and voting |
| Mind reader | Use information about one selected player | Convincing others that the result is genuine |
| Diver | Resist the farts and protect another player | Choosing when protection reveals useful information |
| Suicidal pyromaniac | Avoid being bound and gagged while pursuing the personal objective | Looking suspicious without being restrained |
Use a claim hierarchy when the table becomes confused:
- Start with observable actions, such as who changed their accusation or defended a restrained player.
- Compare role claims against the abilities that could have occurred during darkness.
- Treat certainty carefully; a correct claim does not always come from an innocent player.
- Track who benefits from each vote, especially when a thief escapes restraint.
- Revisit earlier statements after a special ability is revealed.
Information First
Ask who had a reason to act during darkness and whether their explanation matches the known role effects.
Vote With Purpose
Do not vote only because someone is loud or unusual. Choose the player whose removal best protects the team objective.
Watch the Rescues
A player who frees themselves or another person may be using a real power, hiding a team connection, or pursuing a personal goal.
The strongest deduction usually comes from combining several small clues: voting behavior, role claims, protection choices, rescue effects, and who benefits from confusion.
Pre-Game Checklist and Replay Tips
A short explanation is enough to begin, but a consistent setup prevents disputes later. The narrator should prepare the role cards, explain the two team objectives, and confirm how the table will handle darkness and voting.
Before the First Round:
- Confirm the group has five to twenty players and select a narrator if needed
- Distribute secret roles without revealing private objectives
- Explain the innocent bystander and farting thief win conditions
- Set a discussion limit of about two minutes
- Agree that the narrator resolves special abilities before the vote result is finalized
For repeat play, rotate the narrator so the same person does not always control the hidden information. Larger groups may benefit from stricter speaking turns, while smaller groups can allow more open debate. The game is also suitable for spectators because the narrator can keep the sequence visible without exposing private information.
| Group Size | Recommended Approach | Main Adjustment |
|---|---|---|
| 5–7 players | Short explanations and careful role selection | Keep claims concise so every player has time to speak |
| 8–12 players | Use a firm discussion timer | Track accusations and defenses clearly |
| 13–20 players | Strong narrator control | Repeat phase instructions and manage speaking order |
| Spectator group | Assign an active narrator | Let observers follow the public story without revealing secrets |
The game works best when players accept that deception is part of the design. A suspicious player may be a thief, a special role, or someone deliberately trying to appear suspicious. Avoid treating one unusual statement as proof. Social deduction rewards patterns across multiple rounds.
After each session, briefly discuss which clues were reliable and which claims created confusion. This helps new players understand the role interactions without revealing future information during play.
who farted Card Game Rules FAQ
Q: How many people can play who farted?
The game supports five to twenty players. A narrator can help manage the hidden actions and keep larger groups on schedule.
Q: What are the two main teams in who farted?
The two main teams are the innocent bystanders and the farting thieves. Bystanders try to identify and bind the thieves, while thieves try to get at least one member to the ground floor alive and conscious.
Q: How does a typical round work?
The lights go out for secret role actions, the lights come back on for discussion, players accuse and defend themselves, and the group votes on who should be bound and gagged.
Q: Does every suspicious player belong to the thief team?
No. Special roles can have different abilities or personal objectives. The suicidal pyromaniac, for example, wants to look suspicious without being bound and gagged.
The key to who farted is not identifying the loudest player. Compare hidden actions, public claims, voting patterns, and team objectives before making the final accusation.