Part of Rigged Capitals. This page covers the fixed match settings,
the two sides, how the Imposters are chosen, pacts, and how each side wins.
Rigged Capitals is played on Capital Conquest rules:
a Capital Selection phase, capitals that defend with 3 dice and pay +2 armies a turn, and the
usual turn phases. Most settings are locked so every Rigged game
plays the same way.
| Setting | Rigged Capitals | Can the host change it? |
|---|---|---|
| Game type | Capital Conquest | No |
| Fog of War | On | No |
| Bots | None in the lobby: humans only. A Neutral bot only replaces a player who leaves, disconnects or goes idle | No |
| Turn Timer | 60 s by default; 60, 90 or 120 s only | Yes, in the lobby (60 / 90 / 120 s) |
| Max Game Time | None | No |
| Cards | Fixed | No |
| Dice Mode | Calculated | No |
| Troop Placement | Auto | No |
| Players | 5–8, plus 1 Moderator | Within the range |
| Imposters | 2, or 3 at 7–8 players (see below) | 2 or 3, at 7–8 players only |
| Pacts | Imposters only (plus Secret Handshake) | No |
| Firestorms | On or off | Yes |
| Portals | On or off | Yes |
| Fogged Attack FX | On by default | Yes |
| Show Troops Earned | On by default | Yes |
Also always true: there are no teams, Siege and
World Peace are off, and the game is never ranked.
Every player is either an Imposter or a member of the Crew.
| Players | Imposters | Crew |
|---|---|---|
| 5 | 2 | 3 |
| 6 | 2 | 4 |
| 7 | 2 or 3 | 5 or 4 |
| 8 | 2 or 3 | 6 or 5 |
At 7 or 8 players the host chooses 2 or 3 Imposters. Below 7 it's always 2. If a bot replaces
a player who leaves, it keeps that player's role.
At the start of the match one player is secretly made the Mastermind, the first Imposter. The
other Imposters are not chosen yet. The Mastermind recruits them.
Recruiting happens in a 60-second break between round 1 and round 2. The game stops, and a
panel opens for every player:
Abilities are dealt when recruiting ends, so everyone's starting abilities match their final
role. See Abilities.
If the Moderator pauses the match during recruiting, the recruiting clock pauses too.
The normal pact rules don't apply. Instead:
The Imposters win if any of these happens:
The Crew wins if a Vote to End the Game passes and every Imposter has been eliminated
or voted out.
The whole winning side wins together, including members who were knocked out earlier. A player
counts as gone from the moment they're voted out, even before their last forced move.
There's no "last side standing" rule here: the Crew can't win just by being the last players on
the board. They have to vote the Imposters out and then end the game by vote.
Rigged Capitals is Casual: no RP is gained or lost, and it never touches the
ranked ladders. Your casual stats and achievements still count.
See also: Rigged Capitals · The Moderator · Votes