Sow Discord: A Social Deduction Game Forged in Warhammer 40,000 Paranoia

If your ideal game night is built on raised eyebrows, half-truths and the creeping certainty that someone you trust is lying straight to your face, you’re already playing the right game. Social deduction games work because they turn your group into the battlefield. No boards to memorise. No long setup. Just conversation, accusation and the slow collapse of certainty. Every laugh hides a tell. Every defence might be a theatre. Someone always enjoys the deception a little too much.
Social deduction games have proven one thing beyond doubt. The real game isn’t the rules. It’s the people.
Now imagine that same tension, sharpened, faster and steeped in the paranoia of Warhammer 40,000, where suspicion isn’t a side effect. It’s a survival doctrine.
A Social Party Game Forged in Deception
Warhammer 40,000 Roleplay: Day of Ascension Card Game is ideal for players who love reading the room, spinning narratives and watching alliances rot from the inside. This is a pure social party game. No complex mechanics. No rules overhead to slow down the night. Just hidden roles, hard choices and escalating paranoia. Designed for 5 to 12 players, it excels where many games falter. Larger groups, parties, conventions and game nights where everyone wants a seat at the table.
Easy to Learn. Dangerous to Master.
The rules are intentionally simple so that anyone can jump straight in. But simplicity doesn’t mean safety, as every session becomes a performance.
Loyalists must persuade without revealing too much.
Traitors must lie convincingly without overplaying their hand.
Everyone is watching everyone else.
Special Roles introduce just enough mechanical variation to keep veterans guessing, while Fate Cards inject sudden, brutal twists. No two games ever play the same way.

Paranoia, Justified
Set against the grim darkness of the Warhammer 40,000 universe, Day of Ascension doesn’t just wear its theme. It weaponises it.
This is a universe where corruption is an ever-present danger.
Where faith is enforced at gunpoint.
Where trust is not a virtue, it’s a liability.
These themes are not set aside; they are the crux of the game.
Of course, you don’t trust your allies.
Of course, someone is compromised.
Of course, the truth is dangerous.
Every conversation becomes a weapon.
Every silence, a clue.
Can you survive the cult… or will you join their Day of Ascension?
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