The Grimm Masquerade

The Grimm Masquerade

Players
2-5
Best withThe player count this game plays best at.
4 players
Play timeHow long a full game runs once everyone knows the rules.
40 min
AgeThe minimum age printed by the publisher.
8+
ComplexityHow demanding the rules are, from 1 (very light) to 5 (very heavy).
1.7 / 5
Year
2019

About the game

The Grimm Masquerade is a bluffing and deduction party game set at a masked ball hosted by the mischievous Beast. Each player secretly becomes a fairy-tale character and must trade artifacts with neighbors to collect three items tied to their favor -- while avoiding two tied to their bane, which would out them. Sharing and receiving artifacts reveals clues, so clever players read the table while giving away as little as possible. Even outed players stay in the game as ghosts, guessing who will ultimately win. It's a quick, social game of half-bluffing, half-deduction built for a lively group.

Hobbli's Notes

Hobbli's editorial team enjoys how The Grimm Masquerade keeps everyone engaged even after being 'outed,' since ghosts still get to make predictions and stay invested in the outcome. The artifact-trading mechanism generates a lot of table talk and light interrogation, which is exactly the kind of social deduction fans crave. It works best with a full table of five who enjoy needling each other over trades. It's lighter on strategy than pure deduction games, so hardcore strategists may find it more of a fun filler than a meaty puzzle.

What we like

  • Easy to teach and quick to set up for a fast social game.
  • Being outed doesn't eliminate you from meaningful play as a ghost.
  • Trading artifacts creates constant, entertaining table talk.
  • Fairy-tale theme is charming and accessible for all ages.

Keep in mind

  • Works best with a full table; feels thinner with only two or three players.
  • Luck of the draw in artifact assignment can outweigh clever play.
  • Repeated plays with the same group may reduce the bluffing challenge.

Who it's for

Great for families and casual groups aged 8 and up, especially with four to five players who enjoy light bluffing and reading people.

Mechanics