Read before you die
Rules
The roulette adds challenges on top of a normal Phasmophobia contract. It never touches the game itself. The admin hosts, spins, and rules on everything.
Core rules
- Lobby is 2 evidence.The lobby is normally configured for 2 evidence. The roulette does not alter the game's actual custom difficulty settings, and it will never ask you to change to 0 or 1 evidence.
- The admin hosts. Four players play.The admin is the host, not a participant. There are exactly four player slots, each with a name the admin sets so everyone knows who is who. If someone cannot play, the admin unchecks their slot and they sit out: they cannot be spun and every team effect skips them. Their existing challenges stay on record.
- One spin each to start.Each player starts with one individual spin. The team starts with one Team Wheel spin.
- Pick difficulty first.Individual difficulty is selected before spinning and applies only to that player's wheel. Changing it later never changes challenges already assigned.
- Team results hit everyone.Team Wheel results apply to the whole team unless the entry says otherwise.
- Everything stacks.Additional spins add challenges. They never replace earlier ones unless a result explicitly says so, such as LUCKY BREAK or JACKPOT.
- Conflicts get fixed.If challenges conflict, or one is impossible on the current map, equipment, or game settings, the admin can waive or re-spin it. Conditional challenges are flagged with what they need.
- Active for the whole round.Challenges stay active for the round unless they state a shorter duration.
- Survival means surviving.Survive-a-hunt tasks only count if you actually survive. Dying does not count as success. The admin can waive any challenge for accessibility or fun.
- Admin rulings are final.Fun and fair play come before rigid enforcement.
- Special outcomes and the chain cap.Some Team Wheel results trigger extra spins. Automatic chains are capped at 5 team spins per initial spin by default. When the cap is hit, the admin must confirm before the chain continues. See special outcomes.
- Hardcore is optional.A hardcore variant that stacks extra spins between rounds exists, and it is off by default. See hardcore variant.
Difficulty tiers
The five tiers apply to individual wheels only. Each tier draws from its own pool, and every challenge is physically achievable.
| Tier | Intent | Pool | Examples |
|---|---|---|---|
| Easy | Mild restriction, easy to complete | 22 | No headgear for you this round. You cannot use a thermometer for the first 2 minutes of the investigation. You must find the bone and pick it up yourself. |
| Intermediate | Noticeable handicap | 22 | No flashlight for you this round. You may only use two of your three inventory slots. Investigate inside alone for 3 minutes while the others stay outside or in the truck. |
| Hard | Significant risk or restriction | 22 | No sanity medication for you this round. Survive one hunt while inside the investigation site. You may not use incense this round. |
| Extreme | Dangerous, demanding play | 22 | Survive two hunts while inside the investigation site. Once inside, stay inside until the first hunt ends. You may not hide in closets or lockers this round. |
| WHAT THE FUCK | Chaotic, very difficult, still physically achievable | 22 | Survive a cursed hunt. Once inside, stay inside until your sanity is below 15%. Survive a hunt without sprinting or using incense. |
Repeat avoidance: by default a player cannot draw a challenge they already hold, or the one they received last. The pick is uniform across the challenges that remain. The admin can turn this off.
Team Wheel
The Team Wheel has no difficulty. It holds 73 entries mixing restrictions, objectives, luck, and chaos. Some popular entries carry extra weight, which shows as a bigger slice. The admin can see and change every weight.
- Segment size on the wheel equals its weight. Chance equals weight divided by the total weight.
- Team restrictions already active this round are skipped so the same one is not stacked twice.
- Team re-spins only draw restrictions and objectives, never special outcomes.
- Entries that name a player pick one of the playing players at random.
Special outcomes
- EVERYONE SPINS AGAIN
- Every playing player gets one more individual spin at their current difficulty. Existing challenges stay.
- EVERYONE SPINS TWICE
- Every playing player gets two more individual spins. Existing challenges stay.
- ONE RANDOM PLAYER SPINS AGAIN
- One playing player is chosen at random and gains one challenge.
- TWO RANDOM PLAYERS SPIN AGAIN
- Two different playing players are chosen at random and gain one challenge each. With only one player in, they get the spin.
- DOUBLE TROUBLE
- The Team Wheel spins again automatically. Both results count.
- SACRIFICE
- The admin picks one playing player to receive an extra individual spin.
- LUCKY BREAK
- The admin may remove one active restriction, individual or team, or keep them all.
- JACKPOT
- Every team restriction in the current round is cleared. Individual challenges are not touched.
- LEVEL UP
- A random playing player moves up one difficulty tier for the rest of the session, then spins once at the new tier. Already on WHAT THE FUCK? They just spin.
- CURSED SPIN
- A random playing player spins once on the WHAT THE FUCK wheel, whatever their difficulty. Their difficulty does not change.
- ALL IN
- Every playing player spins once, one tier above their current difficulty. Difficulties do not change.
- HOT SEAT
- One random playing player spins three times in a row.
- SWITCHEROO
- Two random playing players swap all of their active challenges. Finished challenges stay where they are.
- COPYCAT
- The newest active individual challenge is copied to a different random playing player. Both now have it.
- SPIRIT'S MERCY
- The player with the most active challenges loses their newest one. Ties are broken at random.
- TRIPLE THREAT
- The Team Wheel spins two more times automatically. All three results count. These spins count toward the chain cap.
Chain reaction cap
DOUBLE TROUBLE and TRIPLE THREAT can land on each other again and again. To stop runaway chains, each initial team spin allows at most 5 automatic chained team spins by default (the admin can change this). When the cap is reached the chain pauses and the admin chooses to continue or stop. Every special outcome is logged on its own, not only its follow up results.
Hardcore variant
Off by default. When the admin turns it on, each new round gives every player one more starting spin than the round before, up to 4. Round 1 starts with one spin each, round 2 with two, and so on. The Team Wheel still starts with one spin.