
The Game
Unmasked is a transformational identity game. Players unknowingly play from false identities — and the table slowly, hilariously, sometimes painfully figures out what everyone is really hiding. Equal parts party game, social strategy, and quiet revelation.
Board game first. App next. Built for 4–8 players.
What players actually say
"Bro… this game read my soul."
"We were laughing and then suddenly crying."
"I didn't realize how much I operate from approval."
"The Christian-adjacent game that got WAY too real."
Most "faith-based" games fail because they're preachy, predictable, and mechanically boring. Unmasked isn't a Bible study disguised as a game. It's a psychologically intense social experience that accidentally transforms people while they're having fun.
The core loop
Every player secretly receives a False Identity card and a hidden Core Wound. You don't know each other's. You barely know your own.
Event cards drop you into pressure: criticism, temptation, betrayal, opportunity. Your mask whispers a response. The table watches.
Spend insight tokens to call out the mask you think another player is wearing. Guess right — gain leverage. Guess wrong — expose yourself.
Grace, confession, forgiveness, surrender. Costly choices that unlock True Identity cards — and shift the entire game.
End the game still hidden behind the mask… or stand in your true name. Both endings are real. Only one is free.

The False Identity Deck
Ten archetypes. Every one is real. Every one earned its place by keeping someone alive. That's why they're so hard to set down.
"I am worthless unless I achieve."
Power · Drives the room. Wins approval.
Cost · Cannot rest. Cannot lose.
"If I let go, everything breaks."
Power · Holds plans together.
Cost · Trusts no one. Suffocates allies.
"If I disappoint, I'm abandoned."
Power · Builds bridges. Earns loyalty.
Cost · Cannot say no. Loses self.
"If I feel it, it'll destroy me."
Power · Avoids damage. Survives shocks.
Cost · Misses the moment. Numb.
"If they see the real me, I'm out."
Power · Belongs anywhere.
Cost · Belongs nowhere.
"No one's coming."
Power · Self-sufficient. Resilient.
Cost · Refuses help. Always alone.
"If I look broken, I'm disqualified."
Power · Inspires others. Looks holy.
Cost · Hides the wound. Loses Christ.
"Closeness is a trap."
Power · Independent. Unshakeable.
Cost · Unknown. Unloved.
"Without the win, I'm nothing."
Power · Produces. Delivers.
Cost · Identity rises and falls with results.
"If it's not my fault, I'm safe."
Power · Gathers sympathy. Avoids blame.
Cost · Never grows. Never free.
The mechanics that make it stick
Your mask shapes how you score, who you ally with, and which event cards punish you. Other players have to read you to find out.
Public criticism. Sudden opportunity. A friend's betrayal. Each card forces a response — and your mask decides what feels safe.
Call out a mask. Right = leverage. Wrong = you reveal your own. The whole table becomes a quiet game of mirrors.
Confession, forgiveness, surrender. Costly in the short term. The only way to unlock True Identity cards.
Don't replace your mask. Rewrite the rules. Suddenly your wound becomes your gift, and the table shifts.
Stay hidden and win on the surface. Or stand in your true name and win something the scoreboard can't measure.
The True Identity Deck
True Identity cards aren't rewards for behaving. They're what surfaces when a player risks something the mask never would. They reshape the game — and quietly, the player.
Unlock · Receive grace you didn't earn.
Unlock · Give away something you wanted to keep.
Unlock · Speak truth that costs you.
Unlock · Make peace where you held offense.
Unlock · Use your power to lift another.
Unlock · Confess the wound out loud.
Unlock · Forgive the unforgivable.
Unlock · Be seen as you actually are.
Edition One
4–8 players. 60–90 minutes. Identity cards, wound cards, event deck, truth deck, insight tokens, mask tokens, and a journey board.
Edition Two
Same game. Same masks. Online tables, voice rooms, AI-generated event scenarios, and a private journal that tracks how your masks shift over time.
Be first to play
We're sending early print-and-play kits to a small group of hosts, pastors, counselors, and brave dinner-party regulars. Reserve your spot.
Want to bring Unmasked to your church or group? Learn more →