A party in a haunted house was probably a bad idea to begin with. Then a ghost puts a curse on everyone and scrambles their identities, which doesn’t exactly improve the evening. In Abraca Who?, everyone can see who you are except you. Meanwhile, you can see everyone else’s identity, so naturally the sensible thing to do is start challenging each other to duels.
That’s basically where the confusion begins. You’re trying to work out whether you’re a cleaner, cook, butler, living armor, vampire or ghost while collecting mysterious stones and, preferably, staying alive. The cards can give you enough information to feel fairly confident, although there are also turns where you’re mostly wondering why everyone suddenly seems very interested in fighting you.
Abraca Who? will also be at Spiel ’26 in Essen next month with Korea Boardgames, so you’ll have a chance to check it out there if you’re attending.
👥 3-6 players, ages 8+
⏳️ Playing time: 15 minutes
📝 Designer: Gary Kim
🎨 Artwork: SangEun Lee
🏢 Publisher: Korea Boardgames (review copy provided)
Gameplay Overview
Abraca Who? is played over several rounds, and the goal is to reach seven mysterious stones. Everyone starts each round with five health and one identity card. You hold that card facing away from yourself, so everyone else can see it while you can’t. There are 21 identity cards in total: six cleaners, five cooks, four butlers, three living armors, two vampires and one ghost.
On your turn, you choose between investigating your identity and challenging another player to a duel. When you investigate, you announce which of the six identities you think you are and then reveal your card. If you’re correct, you activate that character’s investigate effect. If you’re wrong, you lose one health. Either way, the revealed card leaves you and you draw a new identity.
The identities revealed during investigations, duels and eliminations are placed face-up in the middle of the table, sorted by type. You can check them whenever you want, which helps you work out what might still be in the deck and what could be sitting in front of you. The ghost doesn’t follow this rule. Whenever it is revealed, it gets shuffled back into the deck instead.
Instead of investigating, you can ask another player to duel. If they accept, you both reveal your identities and compare their power values. Normally, the lower number takes damage equal to the difference between the two cards. If the values are equal, both players take one damage. There are two important exceptions. The cook eliminates the vampire in a duel and gains a mysterious stone, while the cleaner does the same to the ghost. After a duel, both players draw new identities.
You don’t have to accept a duel. If you refuse, you must investigate your identity instead, after which the challenger’s turn ends. The six characters also have their own investigate effects. The cleaner lets you check the top card of the deck, the cook gives you a mysterious stone, the butler heals you while hurting everyone else, the living armor deals damage to everyone else, the vampire gives you two stones and successfully identifying yourself as the ghost eliminates all other players.
When your health reaches zero, or a character effect eliminates you, you’re out for the rest of that round. A round ends when only one player remains, nobody remains, or the final card is drawn from the deck. A sole survivor receives three stones. If the last two players eliminate each other in a duel, they receive one stone each, while surviving players each receive one if the deck runs out. Eliminated players return for the next round. The game ends immediately when someone reaches seven or more mysterious stones.

Artwork & Components
Visually, Abraca Who? goes for playful haunted house rather than anything genuinely spooky. The characters are colourful and slightly ridiculous, with a cleaner carrying a vacuum cleaner, a rather round cook, a fox butler, living armor, a musical vampire and a ghost who looks far too pleased with what’s happening. I like the character illustrations, especially because they’re easy to recognise from across the table, which matters when you’re constantly looking at everyone else’s cards.
The cards themselves are large, with the power value clearly shown at the top. The reference cards list all six identities, how many copies exist and what their effects do, so you don’t need to memorise everything immediately. There are only six characters anyway, and after a game or two we weren’t checking the references nearly as often.
I like what they’ve done with the health dials. Each one shows a candleholder with five flames, and as you lose health you rotate the dial to extinguish them. It could obviously have been five cubes sitting next to your cards, but the candles are much nicer and fit the setting well.
Then there are the mysterious stones, represented by blue cardboard gemstones in values of one and three. They’re simple, but they stand out nicely against the warmer colours of the cards and dials.

Our Experience
Our first game of Abraca Who? was mostly spent learning what the six characters did. The basic idea of looking at everyone else’s identity while being unable to see our own made sense immediately, but we were still checking reference cards and concentrating mainly on what had already been revealed. We were quite cautious as well. If two identities seemed possible, we’d often wait for another card to appear rather than risk losing health.
After a few rounds, we started looking at the players rather than just the cards. If someone ignored us but happily challenged another player, we’d immediately wonder what they could see in front of us. We probably read too much into that at times. Someone choosing another player could mean something about our identity, or they might simply have liked the matchup in front of them better.
We also became less patient with investigations. If two identities seemed likely and we still had plenty of health, we’d often just pick one and see what happened. At one health, we were much more willing to wait for another identity to appear. The possible reward sometimes pushed us into guesses we’d otherwise have avoided. We had successful risks, but also plenty of occasions where we confidently announced an identity while everyone else at the table already knew we were wrong. It’s difficult to maintain your dignity when five people have been staring at the answer for the last minute.
Duels changed for us as well. We initially challenged someone because their identity looked beatable, but soon we were just as interested in seeing how they’d react to the challenge. Some players accepted immediately, while a refusal inevitably made us wonder how certain they were about their own identity. Refusing did occasionally feel like the obvious choice. If you already had a decent idea of your identity, risking one health could be much nicer than accepting several points of damage, and the challenger doesn’t get anything when that happens. It never stopped us from fighting each other, though a cautious group might spend more time investigating instead.
We preferred playing with three or four. There were fewer identities visible immediately, and we spent more time watching what individual players were doing. At five or six, there were more cards to see and more people interfering with each other, making those games louder and messier. Player elimination didn’t bother us much at either count. Five health gave us some room to make mistakes, and rounds were short enough that nobody spent long watching from the side. As the stones accumulated, anyone getting close to seven naturally became a more attractive target. Carrying most of the valuable gemstones around a haunted house isn’t a great way to avoid attention.

Our Thoughts
There’s quite a bit of uncertainty in Abraca Who?. You know exactly how many copies of each identity exist and you can see everything that has already been revealed, but that doesn’t mean you’ll know what you’re holding. Early in a round there may simply not be enough information. Later, several cleaners and cooks might already be lying on the table, making some identities much more likely than others. A duel can then reveal two more cards before both players draw new identities. The table knows more than it did before, while those two players are back to wondering what they’re holding.
Luck definitely plays a part. Someone can name an identity with very little to go on and get it right, while a perfectly reasonable guess can still be wrong. Usually there’s at least something pointing you in one direction, whether several copies of an identity are already gone, somebody keeps avoiding you, or the identities you thought were likely have just appeared elsewhere. We didn’t mind taking a chance with that information. Players who want deduction to eventually lead to one provably correct answer won’t get that here.
I also like that a higher number isn’t automatically safer. The cleaner can eliminate the ghost and the cook can eliminate the vampire, so a challenge that looks ridiculous can actually make perfect sense. It makes those lower identities harder to dismiss when you’re deciding whom to fight, while also making unusual challenges harder to read. Of course, someone attacking a ghost might simply have made a terrible decision. We’ve seen that too.
After quite a few plays, you will know these six identities very well. Once everyone remembers their effects and the two special matchups, there isn’t another set of cards or combinations waiting to appear. From that point, most of the differences between games come from the people playing them: who bluffs, who takes risks, who refuses duels and who becomes convinced they’re a vampire despite the available evidence. That was enough for us because we enjoyed reading those decisions. With a group that mostly keeps to themselves, the same six identities are likely to become familiar sooner. I also wouldn’t spend too long calculating every possible card. You can do plenty of counting, but the information you need isn’t always available.
I wouldn’t choose Abraca Who? if I wanted a deep logic puzzle where careful calculation should always produce the answer. As something lighter, where counting cards gradually turns into watching the people around you, it worked well for us. We had to think before acting, but there was always the chance that our supposedly excellent deduction would fall apart as soon as we looked at the card.
📝 We received a copy of Abraca Who? from Korea Boardgames.
Heading to Spiel Essen ’26? Abraca Who? will be there with Korea Boardgames.
You can find the other games we’ve been checking out ahead of Essen here.







