Tabletop RPG · since 2015 · #89 most discussed

Ten Candles

A tragic horror game played by candlelight, where doomed survivors tell a story that grows darker as the light fades.

GM-lessHorrordice pooltokenstheater of the mindsafety tools built inhigh lethalityOne-shotsNeeds a GM
6.5
Geek rating

From 30 firsthand play reports in 5 r/rpg threads. The threads alone average 6.8.

Player rating— / 10

No visitor ratings yet.

Discussion5.6 / 10

101 r/rpg posts named it, October 2023 to October 2026.

Rules weight

Fits on a page. Hype 3.7 for its age.

Have you played it?

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What players say

At the table

Ten Candles is a rule-light horror game played by candlelight, with a doomed ending as the light runs out. Reports are polarized. Tables that commit to the mood describe memorable sessions, and others stall. As written, sessions often run four to five hours.

What works

What tables struggle with

Who it suits

In players' words

The threads behind it

Each thread is rated for the play it describes, from the firsthand reports in it. Load one here or read it on Reddit.

8.5

Ideas for Ten Candles

Players and GMs who have run Ten Candles say it is highly rewarding, and that it is approachable even for new or anxious players. Sessions reliably run 4-5 hours or longer as written, so the original poster's worry that the game is too short is not borne out. 10 firsthand · 21 comments

Open on Reddit
6.0

Did anyone else have a disappointing experience with Ten Candles? 😕

Ten Candles is reported as a game that can produce memorable, chilling sessions when the whole table is willing to improvise and commit to the mood. It often falls flat with passive, improv-averse, or mismatched groups, including new players, because it has little structure to cover for low engagement. 10 firsthand · 81 comments

Open on Reddit
5.5

How to keep Ten Candles interesting and players invested?

Reports on Ten Candles are polarized and depend heavily on the GM and on whether players buy in. When it works, the ritual and the tension of the final candle go over very well. Several GMs also describe pacing problems, players who take easy successes, and sessions that drag or fizzle. 8 firsthand · 10 comments

Open on Reddit
8.5

I ran ten candles for my D&D group and loved it! Now what?

The only firsthand report is the original poster, who ran Ten Candles for their D&D group and loved it. They liked the minimal rules and the freedom they gave, but felt it worked as a one-off. The rest of the thread suggests other games (Blades in the Dark, Dread, Alice is Missing and more) and says nothing about playing Ten Candles. 1 firsthand · 17 comments

Open on Reddit
8.5

Something similar to Alice is Missing or Ten Candles?

The only firsthand report of Ten Candles is the original poster's. They say their group just finished a session, felt the same deep immersion they got from Alice is Missing, and all enjoyed it. The rest of the thread recommends other games, so there is little detail on how play actually went. 1 firsthand · 20 comments

Open on Reddit