- We Are So Dead seance board: The main stable communication tool between ghosts and living players.
- Ghost role: Dead players can see demons, hazards, relics, and possible escape routes.
- Living role: Survivors carry relics and spell the demon’s true name to banish it.
- Best approach: Use short, repeatable words and confirm every letter before moving.
- Win condition: Collect the required relics, identify the demon, and escape before sunrise.
How the We Are So Dead Seance Board Works
The We Are So Dead seance board is the most reliable way for a ghost to communicate complete words to living teammates. The ghost can hear living players and see threats that the living cannot, but normal voice chat does not carry from the dead to the living. This creates the central information gap of every session.
Ghosts can still influence the environment by flickering lights, opening or closing doors, passing through living players, and screaming as a last-resort signal. These actions can attract attention, but they do not replace the seance board when the team needs to communicate a name, relic, warning, or route.
The board is especially important because the living team must interpret messages under pressure. A short word can be misunderstood, letters can be read incorrectly, and a warning may arrive just before the demon attacks. Treat every board message as information that needs confirmation rather than as an unquestionable command.
Ghost Vision
- Sees the demon
- Finds hidden dangers
- Locates relics and exits
- Cannot directly touch objects
Board Communication
- Spells full words
- Works more consistently than visual signals
- Requires careful reading
- Connects dead and living players
Living Execution
- Carries relics
- Follows warnings
- Returns items to the ritual area
- Spells the final demon name
| Role | Can See | Can Do | Main Limitation |
|---|---|---|---|
| Ghost | Demon, hazards, relics, escape routes | Signal with lights, doors, touch effects, screams, and the board | Cannot be heard by living players |
| Living Player | Physical environment and visible objectives | Carry relics, explore, read the board, perform the banishment | Cannot see the hidden demon information |
| Newly Dead Player | The supernatural danger and other ghost information | Join the seance and help guide survivors | Can no longer act as a living carrier |
Keep board messages short. “LEFT,” “RUN,” “DOOR,” and individual relic names are easier to verify than long sentences during a chase.
The board should function as a shared information channel, not as a private conversation. One living player should read the letters aloud while another confirms the intended word. If the group has several ghosts, agree on a message order so multiple players do not create conflicting instructions.
For current game details, see the official WE ARE SO DEAD Steam page, which describes the game’s 2–6 player co-op structure and seance-based horror design.
Step-by-Step Seance Board Communication
The strongest teams establish a communication routine before entering deeper floors. The game’s haunted house contains nine floors in the current version described on the official store page, and each floor can use procedural layouts that make memorized routes less dependable. Clear board discipline becomes more valuable as exploration becomes less familiar.
Assign the Reader
Choose one living player to read each board letter aloud. A second player should repeat the word or letter sequence for confirmation. This prevents several people from interpreting the same message differently.
Identify the Message Type
Decide whether the ghost is spelling a warning, a direction, a relic name, or the demon’s name. The living team should not rush to move until they understand what kind of information is being delivered.
Confirm the Critical Detail
Repeat the most important part of the message. For example, confirm whether the ghost means “LEFT” or “RIGHT,” and whether a relic should be taken to the board or left in place.
Act in Pairs When Possible
Have one player carry the objective while another watches the route and keeps the board area ready. A pair can react more effectively when the ghost reports danger.
Recheck Before Banishment
Once the relics are gathered, have the ghosts spell the demon’s true name slowly. The living players should repeat the entire name before entering it on the board.
| Message Type | Suggested Format | Living Team Response |
|---|---|---|
| Direction | LEFT, RIGHT, BACK, DOOR | Stop, repeat the direction, then move carefully |
| Immediate danger | RUN, HIDE, BEHIND | Prioritize survival over carrying the relic |
| Relic information | Short item name or identifying word | Confirm the object and return it to the ritual area |
| Route warning | A landmark or doorway | Use the landmark to orient the team |
| Demon name | Letter-by-letter spelling | Repeat the complete name before banishment |
A guessed letter can turn a useful warning into a dangerous mistake. If the board message is unclear, pause briefly and ask the ghost to repeat or shorten it.
The living team should also learn to separate urgent and non-urgent information. A warning about an approaching demon takes priority over a relic description. If a message is interrupted, preserve the confirmed portion and ask for the missing detail after the team reaches a safer position.
Ghosts should avoid trying to communicate every detail at once. Their advantage is visibility, but too much information can overwhelm the players who are physically navigating the house. Start with the immediate action, then add the destination or objective.
Using Ghost Information to Find Relics
The ghost’s most important advantage is supernatural visibility. Ghosts can see the demon, hidden dangers, relic locations, and the way out before living players can identify them. The living team must convert that information into safe movement through the haunted house.
Relic collection is not simply a search task. Ghosts locate what the ritual requires, then guide living players toward those items. The carrier must return each piece to the seance area while avoiding hazards that may be invisible to them. This makes route planning and message timing just as important as exploration speed.
A good team divides the process into three phases: locate, escort, and return. The ghost first identifies the relic and nearby risks. The living player then approaches while receiving simple directional guidance. Finally, the ghost watches the return route and warns the carrier before danger closes in.
| Phase | Ghost Priority | Living Priority | Common Mistake |
|---|---|---|---|
| Locate | Find the relic and inspect nearby danger | Stay near a known reference point | Wandering away before receiving a clear route |
| Escort | Give short movement instructions | Move slowly enough to process warnings | Treating every board signal as a new objective |
| Return | Watch the carrier’s route | Bring the relic back to the ritual area | Splitting up without a fallback route |
| Prepare | Help reveal remaining requirements | Organize the team around the board | Starting the final sequence with unconfirmed items |
Safe Route Calling
Use landmarks, doors, and simple directions. Avoid describing a long route in one board message.
Carrier Protection
Keep the carrier focused on movement. A second living player can watch for visible hazards and confirm messages.
Ghost Coordination
If multiple players are dead, assign one ghost to route guidance and another to relic tracking.
Before a carrier moves, confirm three details: the target item, the first direction, and the location of the ritual area.
Dying does not remove a player from the team’s strategy. Players taken by the demon join the dead and can add another voice to the seance. More ghosts may improve coverage of relics and hazards, but they can also create message clutter. Assign clear responsibilities instead of allowing every ghost to spell at the same time.
The house becomes more demanding as the team advances downward. The official description presents nine floors, with each floor offering a different challenge and a route toward the bottom. Because each floor can be procedural, the team should rely on current ghost information rather than assuming the same room arrangement will return.
Banish the Demon Before Sunrise
Banishment is the final test of communication. After the required relics are collected, the dead can read the demon’s true name. The living players must then reproduce that name on the seance board while the group remains under pressure.
This sequence rewards accuracy more than speed. A team that rushes the final spelling may lose the benefit of successful relic collection. The safest method is to create a quiet moment, appoint one reader, and have another player verify the complete name before the input is finished.
| Banishment Check | What to Verify |
|---|---|
| Relics | Every required ritual piece has been collected |
| Board position | Living players are ready to enter the name |
| Ghost message | The true name has been spelled slowly and clearly |
| Confirmation | At least one living player repeats the full name |
| Escape timing | The team is prepared to move once the demon is banished |
Seance Board Success Checklist:
- Assign one living player to read board letters aloud
- Use short words for movement and danger warnings
- Confirm each relic before carrying it back
- Keep ghost messages organized when several players are dead
- Repeat the demon’s full name before banishment
Do not treat the demon name like an ordinary message. Spell it slowly, repeat it completely, and let the living team verify the input before committing.
The board also creates memorable failure states because communication can be technically correct but practically misunderstood. A ghost may spell “HELP,” while a living player reads a different word or reacts too late. The solution is not longer messages; it is a consistent verification habit.
For teams learning the system, practice with harmless directional calls first. Use one-word commands, repeat them, and only expand the message after everyone understands the group’s communication rhythm.
Team Strategies and Seance Board FAQ
A successful group treats the seance board as part of a wider team system. The ghost supplies hidden information, the living players manage physical movement, and everyone adapts when the demon claims another player. No single role can safely complete the objective without cooperation.
The current Steam listing describes WE ARE SO DEAD as an online co-op horror game for 2–6 players, with one player beginning as a ghost and additional players joining the dead after being taken. That structure means a team’s communication plan should work with both a small group and a growing ghost audience.
| Team Size | Recommended Communication Plan | Main Risk |
|---|---|---|
| 2 players | One ghost, one living player; use very short commands | The living player has little room for error |
| 3–4 players | One board reader, one carrier, one route assistant | Multiple voices may interrupt the reader |
| 5–6 players | Assign ghost roles and limit board access to a designated reader | Conflicting instructions can slow decisions |
For New Players
Learn the difference between ghost information and living visibility. Ask for short directions and confirm each important word.
For Ghosts
Prioritize danger, route, and objective information. Use environmental signals when the board message would be too slow.
For Experienced Teams
Use role assignments, landmark vocabulary, and a fixed final-name confirmation routine.
Build your team vocabulary before attempting deeper floors. A shared meaning for “back,” “hide,” and “return” saves more time than elaborate messages.
Q: What is the We Are So Dead seance board used for?
It is the most stable way for ghosts to communicate complete words to living players. Teams use it to share warnings, directions, relic information, and the demon’s true name.
Q: Can living players hear the ghost normally?
No. Ghosts can hear living players, but living players cannot hear ghosts through normal voice communication. Ghosts rely on the seance board and environmental signals to guide them.
Q: What should the ghost communicate first?
Start with immediate danger or the next safe movement. After the team is stable, communicate the relic location, route details, or other non-urgent information.
Q: How does the team banish the demon?
The ghosts identify the demon’s true name after the relics are gathered. The living players then spell that name on the seance board to banish the demon and continue toward escape.
The best seance board strategy is therefore simple: keep messages short, confirm important words, escort relic carriers, and protect the final spelling sequence. With that routine, the dead can turn their unusual perspective into a practical advantage, while the living team gains a clearer path through the haunted house.