who farted party game rules: Step-by-Step Guide - Guide

who farted party game rules: Step-by-Step Guide

Learn who farted party game rules, team goals, secret roles, voting, winning conditions, and practical tips for a smooth 2026 session.

2026-09-22
who farted Wiki Team
Quick Guide
  • who farted party game rules center on hidden teams, secret roles, discussion, and voting.
  • Farting thieves try to reach the ground floor with at least one thief conscious.
  • Innocent bystanders must identify, bind, and gag every thief before being overwhelmed.
  • Each round uses darkness, role powers, conversation, and a group vote.
  • Best first move is tracking behavior instead of accusing players only for speaking loudly.

who farted party game rules and Table Setup

Who Farted is a social deduction party game for five to twenty players. Everyone is trapped in an elevator with a secret identity. Some players are innocent bystanders, while others are farting thieves who have stolen diamonds and eaten toxic baked beans before attempting their escape.

The game works best when one person serves as the narrator. The narrator keeps the rounds moving, manages the hidden actions, announces when the lights go out, and helps players resolve role abilities. People who do not want to participate directly can also enjoy watching the deception develop.

Video Highlights:

  • The hidden-team structure and elevator escape scenario
  • The basic objective for thieves and innocent bystanders
  • The use of darkness, secret powers, discussion, and voting
  • Examples of special roles that change the deduction process

Before beginning, separate the role materials and choose a narrator. The exact role distribution should follow the included rulebook or the role cards available with your copy. Avoid revealing roles during setup, because the mystery depends on players having incomplete information.

Game FeatureRule Summary
Recommended player count5–20 players
Suggested age8 and up
Typical session lengthAbout 4 minutes per player
Main settingA trapped elevator traveling toward the ground floor
TeamsInnocent bystanders and farting thieves
Moderator optionOne narrator can control timing and hidden actions

Farting Thieves

  • Hide their identity
  • Trigger farts in darkness
  • Escape with at least one thief conscious

Innocent Bystanders

  • Observe suspicious behavior
  • Protect one another
  • Bind and gag every thief

Narrator

  • Runs the hidden phases
  • Announces round transitions
  • Keeps discussion and voting organized
Setup Tip

Give every player a clear view of their own role, but keep role cards, powers, and team information private until the game ends.

How a Round Works

Each round follows the same broad rhythm: the lights go out, secret roles act, the lights return, players discuss what happened, and the group votes on who should be bound and gagged.

The darkness phase is the central information gap. Players close their eyes while the narrator manages role powers and hidden actions. Some roles can inspect another player, protect someone from a fart, or alter the outcome of being bound and gagged. Since not every player has a special ability, ordinary observation and persuasive conversation remain important.

After the hidden phase, the lights come back on. Players have about two minutes to discuss suspicious behavior, compare claims, and decide whom they trust. The goal is not simply to speak the most. Strong players connect statements to actions, timing, and the consequences of each vote.

Round PhaseWhat HappensMain Skill
DarknessPlayers close their eyes while secret abilities are managedMemory and restraint
Hidden actionsEligible roles use powers or affect other playersTiming and information control
Lights returnEveryone reviews the visible resultsObservation
DiscussionPlayers accuse, defend, and test claimsDeduction and persuasion
VoteThe group chooses a player to bind and gagTeam judgment
1

Close the Lights

The narrator asks players to close their eyes and begins the hidden phase. Players should stay quiet unless the narrator instructs a role to act.

2

Resolve Secret Powers

The narrator guides roles that can read information, protect players, free bound characters, or create another unusual outcome. Resolve each ability according to its card or rulebook wording.

3

Restore the Lights

Players open their eyes when instructed. The narrator explains only the public results that the rules require, without exposing hidden identities.

4

Discuss for About Two Minutes

Compare behavior, claims, protections, and suspicious timing. Players should explain why a vote helps their team rather than relying on random accusations.

5

Vote and Bind

The group votes on one player to bind and gag. Apply any relevant role power, then begin the next round unless a team has already won.

Timing Warning

Do not let discussion continue indefinitely. A short, consistent debate period creates pressure while giving every player a fair opportunity to explain their actions.

Teams, Roles, and Special Powers

The two main teams have different priorities. Innocent bystanders want to identify every farting thief and survive the trip to the ground floor. Farting thieves want to remain hidden long enough for at least one thief to escape alive and conscious.

The role system adds uncertainty because some characters do not simply support one of the two obvious teams. The source overview describes ten unique roles, including several examples with unusual objectives or powers. Because role behavior can change from one session to another, players should inspect their own card carefully and avoid assuming that every suspicious action comes from a thief.

Role ExampleKnown Ability or ObjectiveDeduction Impact
Mind ReaderLearns whether a chosen player is a farting thief or not during the hidden phaseCan provide valuable information, but may be doubted
DiverCan hold their breath, resist thieves’ farts, and protect another player with a nose pegCreates a defensive claim that others may need to verify
ContortionistCan free themselves from being bound and gaggedA successful escape may reveal useful or misleading information
GardenerCan free another player from being bound and gaggedMakes a vote less final than it first appears
Suicidal PyromaniacWants to appear suspicious without being bound and gagged; seeks a successful elevator explosionMay pursue an objective that conflicts with both main teams

Information Roles

The mind reader can identify whether a chosen player belongs to the farting thieves. Information is powerful, but credibility still matters.

Protection Roles

The diver can resist the effects of farts and protect another player. Use protection claims carefully because they may influence future votes.

Disruption Roles

The contortionist, gardener, and pyromaniac can make ordinary voting logic unreliable. Watch what changes after a player is bound.

A useful deduction rule is to separate what a player knows from what a player claims to know. A mind reader may have accurate information but struggle to convince the table. A thief may imitate a special role, while an innocent player may make a poor accusation because they misunderstood a public event.

Role Reading

Treat every role claim as evidence, not proof. Compare it with the player’s timing, vote history, reaction to darkness, and willingness to answer specific questions.

Winning Conditions and Strategy

The farting thieves win if at least one of them reaches the ground floor alive and conscious. The innocent bystanders win by binding and gagging all the thieves while making it safely through the elevator’s danger.

The best strategy changes with player count. In a small group, one incorrect vote can shape the entire session. In a large group, players have more testimony to compare, but it becomes easier for important details to disappear in a noisy discussion.

TeamPrimary GoalStrongest Information SourceCommon Risk
Innocent bystandersBind and gag every farting thiefConsistent behavior across roundsVoting too quickly on one dramatic claim
Farting thievesGet at least one thief to the ground floor consciousConfusion, false role claims, divided votesOveracting and drawing attention
Independent objective roleComplete its own stated conditionTiming and end-of-round resultsHelping one main team by accident

Use a simple evidence hierarchy during debate:

  • First, track outcomes. Note who was affected, protected, freed, or bound.
  • Second, compare claims. Ask whether a player’s story matches the public result.
  • Third, examine incentives. Decide which team benefits from a player’s accusation or silence.
  • Fourth, review voting patterns. A vote is more useful when considered alongside earlier behavior.
  • Finally, avoid certainty too early. A confident wrong player can split the table and protect the real thieves.

For thieves, subtle coordination is usually safer than obvious defense. Avoid protecting the same player too aggressively every round. For bystanders, do not treat quietness as proof of guilt; some players simply lack a special power and are relying on deduction.

Round Review Checklist:

  • Record who appeared affected or protected
  • Compare every role claim with the public outcome
  • Ask which team benefits from each accusation
  • Review the latest vote before choosing again
  • Confirm whether a special role changed the result
Best Table Habit

Before voting, require each leading candidate to state their team, role claim, and explanation for the most suspicious event.

Beginner Tips, Variants, and FAQ

A strong first session should focus on learning the round rhythm rather than maximizing deception. The narrator should explain the difference between public information and private information before the first darkness phase. Players should also know that being bound and gagged may not end a role’s influence if a special ability can free that character.

For younger or inexperienced groups, keep the first discussion structured. Ask every player for one observation, one suspicion, or one defense before opening the floor. This prevents a few confident speakers from controlling the entire vote.

SituationRecommended Approach
New playersUse a smaller role selection and explain each active power clearly
Large groupUse a narrator and enforce speaking turns during discussion
Confusing resultPause and reread the relevant role instruction
Repeated early accusationsAsk players to provide behavior-based evidence
Spectators presentLet nonplayers serve as narrator or observe the deduction

A practical 2026 session plan is to begin with one teaching round, remind everyone that the game supports repeated play, and then use a normal discussion limit for later rounds. The unusual roles become more interesting once players understand the basic bystander-versus-thief objective.

Q: How many people can play Who Farted?

Who Farted is designed for five to twenty players. A narrator can manage the hidden phases, and people who are not playing can still watch the deduction unfold.

Q: How do the farting thieves win?

The farting thieves win if at least one thief reaches the ground floor alive and conscious. They must conceal their identities and survive the bystanders’ attempts to bind and gag them.

Q: How do innocent bystanders win?

Innocent bystanders win by binding and gagging all of the farting thieves while avoiding the effects of the thieves’ farts during the elevator’s journey.

Q: What should the narrator do during the darkness phase?

The narrator guides secret roles, manages hidden actions, controls timing, and announces the public results without revealing private identities.

The core of the who farted party game rules is not a complicated scoring system. It is the tension between incomplete information, unusual role powers, and a vote that can change the next round. Keep the pace steady, ask for evidence, and let the hidden objectives create the memorable moments.

Replay Tip

After a game ends, briefly review which clues were accurate and which claims were misleading. That discussion helps new players improve without slowing the next session.

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