Ghost Coast Video presents

Sun &
Moonlighta live interactive soap opera

A billionaire tarot reader dies. Their fortune will not be inherited the usual way - fate decides.

Date May 1, 2026
Time 6 – 8 pm
Venue McCray's Funeral Parlor
Players 8 – 20
Learn the lore
✦ scroll ✦

The premise

What is
Sun & Moonlight?

They grew up two blocks apart, but in different worlds. The Sun in the manor. The Moon in the mill housing. They've never spoken - but they've always known of each other. Tonight, fate brings them to the same funeral.

At the door, you draw a card: Heir or Aide. Your role is secret. Your faction is not. Two rooms. The candle burns. No elimination.

The game ends when the candle burns down. Whether fortune goes to the people or stays in the family depends on where the keys land - and who betrayed whom to get them there.

✦ · · · ✦ · · · ✦

The two fates

Keys apart.
Keys together.

The Sun
The Heir
like the prodigal child who stayed

Born into wealth, but always felt like an imposter inside it. Tried to do the right thing. It hasn't always worked out. The stakes have never been higher. Take care of yourself. Take care of your family.

"Money is basically the only thing keeping my family together."
Keys together → Payback & power for your family
The Moon
The Aide
like the child who was left behind

Raised in the company town. Watched this company waste and corrupt everything it touches - people, places, futures. You deserve to win tonight. But deserving isn't the same as getting it done.

"We've been patient. We've been reasonable. Tonight we're neither."
Keys apart → A better world for your city

Core 8 roles

Always
in play.

The Sun
The prodigal child who stayed
Heir · Fixed

Key holder. Win condition: keys together → payback & power for your family.

The Moon
The child who was left behind
Aide · Fixed

Key holder. Win condition: keys apart → a better world for your city.

The Hermit
Like an investigative journalist
Heir or Aide

Once per game: privately learn any player's full role card.

The Wheel
Like a political fixer
Heir or Aide

Once per game: send yourself instead of the swap target.

The Fool
Like a wildcard lobbyist
Grey

Two faction cards. Secret allegiance sealed in envelope at game start.

Class Traitors
Like double agents - one from each side
One Heir + One Aide

Win together if in the same room at game end - even if factions lose.

The Magician
Like a master of misdirection
Heir or Aide

Once per game: if swapped out, send another player back in your place.

Justice
Like an impartial arbiter
Heir or Aide

Once per game: ask any player "Are you a key holder?" - truth required.

Hidden roles

Unlocked
by RSVP.

The more people who commit to attending, the more chaos enters the room. Hidden roles unlock at RSVP milestones - and no one knows they're coming.

0
RSVPs confirmed
8
The Inquisitor
like internal affairs

Force any player to show their full role card to the room. Once per game.

10
The Martyr
like a union steward

When swapped out, may "die" and grant their faction one extra floor vote.

12
The Usurper
like a coup leader

End game in same room as The Sun or The Moon → steal their key and win alone.

18
The Echo
like a shadow consultant

Mirrors the faction of the player to their left. Unknown even to themselves.

✦ · · · ✦ · · · ✦

Get your fate

$20 at
the door.

You don't choose your side. Fate does. But you choose what comes next.

$20
40%
Production
20%
Volunteer stipends
40%
Community fund

Community fund → real local education, medicine, & childcare

McCray's Funeral Parlor · Donald Lee Hollowell Pkwy NW · May 1 · 6–8pm

For promoters

Press kit
& assets.

Social
Square Post
1080 × 1080 · PNG
Social
Story / Reel
1080 × 1920 · PNG
Web
Event Banner
1200 × 400 · PNG
Print
Role Cards
Memorial style · 9-up PDF
Print
Event Program
8-page · 8.5″ × 11″
Copy
One-Sheet
Press kit · PDF

Questions or volunteer → hello@sunmoonlight.game