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Imminent Peril on

Imagine. Improvise. Survive.


Players collaboratively create a deadly scenario, place themselves into the story, then try to survive as they continuously put each other into new life-threatening situations.


  1. Peril: Each player randomly draws another player to put into peril. They describe how the environment and circumstances are evolving in such a way that the target player must act or die.
  2. Survival: Players describe how they plan to survive using one of their unique ability cards.
  3. Vote: Players vote for who they think is least likely to survive.
  4. Resolution: The results of the vote depend on the selected game variant.
    1. Points - Each round vote tokens are collected in front of players. At the end of the game the player with the least votes wins.
    2. Lethal - Each round the player with the most votes dies. The dead describe what went wrong and then continue to participate by putting survivors in peril and voting.
    3. Hot Seat - Like Lethal, but when a player dies a new one can appear. Great for larger groups and parties.


Fun First. Players designate one of them to be the Arbiter. This player should be familiar with the rules. If there is a disagreement or argument, the Arbiter can make a decision and keep the game moving.

Free Will. A player cannot take away another player's agency. Only the players themselves can dictate how they will react and what they will do, say, think, or feel.

Yes, and… A player can add new details to the environment on their turn as long as they are reasonable for the scenario and do not contradict anything previously established. Other players can offer suggestions, but the current player has the final say.

The Elephant Rule. When using abilities to survive, a player can at most affect or create things that add up to the size of an elephant or bus. This balances the scale of what players can do across the variety of different abilities.

Actions Have Consequences. Everything is permanent unless stated otherwise. If an ability changes something, that change persists beyond that round. However, players can only use an ability to create new effects within the round the ability is played.

Keep It Fresh. Players cannot use the same ability two rounds in a row, and cannot use an ability in the exact same way twice.


1. Choose Player IDs

Each player selects a Player identification card. The matching Target identification cards are collected into the Target pile.

2. Set the Scene

Players collaborate to establish their starting scenario. All players should add something.

Players may use the scenario cards to create a randomized starting environment. Draw one random card from each scenario deck, then select a random number from each card.

We are in a Location Descriptor + Location, inhabited by Inhabitants Descriptor + Inhabitants.

3. Draw Abilities

Players draw Ability cards equal to the number of players. Players should not reveal their hands.

4. Place Yourself

Players describe where they were and what they were doing within the scenario before things went terribly wrong. Players start out human unless alternatives are agreed to ahead of time. Players should start in locations relatively near each other so that the consequences of one round can be leveraged against other players in the next.


1. Peril

Shuffle the Target deck. Each player draws a target. If a player draws themselves, then they should trade cards with the player to their right.

Once all players have a valid target, they think of how their target's environment will evolve to put them in imminent peril. This threat must be fatal if the target player does not take immediate action to intervene. When a player is ready, they put their target face-down in front of them.

Once all players are ready, go round-robin, beginning with the next player after the last who went. Each player reveals their target and describes their new peril. Players should ask for more detail if they do not completely understand how their peril would kill them.

2. Survival

Players think of how they plan to survive their peril, incorporating one ability from their hand into their explanation. A player must use a new ability from their hand and cannot leverage a previously used ability to save themselves. When a player is ready, they put their ability face-down in front of them.

If a player is not happy with their current options, they may discard an ability to draw a new one which must be used immediately.

Once all players are ready, go round-robin, beginning with the next player after the last who went. Each player reveals their ability and explains their survival plan, incorporating the card's full name and description.

3. Vote

To prepare for casting votes, players go round-robin and say a quick one-sentence recap of how they are surviving their peril.

Players vote for who they think is least likely to survive their peril based on how they described surviving and how they used their ability. No card should be treated as automatic success. Anything could go wrong. Players who go into extra detail provide more entertainment and more to build off.

Once players know who they will vote for, they indicate they are ready to vote. Once all players are ready, the Arbiter counts down (3-2-1-Vote!) and players vote all at once to ensure votes do not influence one another. Players cannot vote for themselves. Players do not need to justify their votes.

Method 1: Tokens. Players vote by simultaneously setting down a token in front of their chosen player. Pros: fast, easy to count. Cons: requires tokens.

Method 2: Pointing. Players vote by simultaneously pointing at their chosen player. Pros: everything needed is on hand. Cons: it can be hard to tell who is pointing at who and quickly count votes.

Method 3: Chat/App. Players vote via a 3rd party app or chat service. Pros: best for live audience participation.

4. Resolution

Resolution of each round depends on the chosen Game Variant.

Points. Every round votes are tallied or collected in front of players. Every vote counts as a point. At the end of the game the player with the least points wins.

Lethal. Every round the player or players with the most votes die and get to describe for themselves how things went horribly wrong. The first round is always a warmup and nobody dies. The dead continue to participate by being the first to draw targets to put survivors in peril. They also continue to vote.

Hot Seat. Similar to Lethal, but when a player dies a new one can join the game and insert themselves into the chaos. Rather than a hand of burnable cards, players are dealt 3 reusable cards. If one is discarded for a new card, they must immediately play the new one, and the new one goes back into the player's hand at the end of the round. Great for larger groups and parties.

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