BloxNote Gameplay Guide: How a Round Works
How a BloxNote round flows from role reveal to vote: the four roles, the Death Note kill chain, the shared task meter, meeting voting thresholds, and win conditions.
BloxNote is a hidden-role round game with two opposing camps: Kira and the Kira Follower are trying to eliminate players — with L a priority target — while L and the Investigators are trying to identify the killers or finish the shared task meter before the kill count wins. Each round follows the same loop: spawn, receive a role, run your hidden objective, watch the lobby for suspicious behavior, and survive the next emergency meeting.
How a round starts and flows
Every round opens with a role reveal during a short blackout phase right after the loading screen, when each player's role card is sealed. Players then enter a free-roam phase on a single shared map to complete tasks, gather intel, and hunt or hide, punctuated by meetings called on bodies or via the emergency button. Free roam makes up the bulk of the round; meetings and votes take the remainder.
Round length is currently inconsistent across community reporting: commonly cited ranges are roughly 4–6 minutes, 6–10 minutes, and 8–12 minutes depending on lobby size and pace. Check your lobby's in-game timer to see which pace you're in.
The four roles and how each side wins
| Role | Camp | Primary objective | Defensive tool |
|---|---|---|---|
| Kira | Killers | Write names in the Death Note and reach the kill threshold; L is a priority target | Holds the Death Note |
| Kira Follower | Killers | Protect Kira, carry or receive the notebook, act as a decoy; cannot write names | Carries spare pages / can hold the notebook |
| Investigator | Town (with L) | Complete the shared task meter and report suspicious behavior | Can call meetings |
| L | Town | Identify Kira before the kill count wins; coordinates Investigators and shares information | Sees partial role data / investigation tools |
The round ends when either side completes its win condition, so every match is a race between two clocks:
- Killers win when the combined Kira + Follower count equals or exceeds the remaining Town count (the kill majority). This can trigger instantly, without a meeting. Killing L is also described as a core Kira-team priority because it removes the detective side — though an L successor mechanic transfers the role and its tools to a surviving Investigator-side player.
- Town wins when every Killer is voted out at a meeting, or when the shared task meter reaches 100% before Kira hits the kill threshold.
The Death Note kill chain
Kira's kill is a two-step chain: first steal a target's in-game ID at close range, then open the notebook and write the name you read. The write animation is loud and long enough that witnesses in line of sight can expose the killer. Community reports differ on kill timing — one reports the kill resolving roughly one second after the name is committed; others describe a brief screen flash followed by a death animation of roughly 3–4 seconds. Kira cannot write during a meeting.
If Kira drops the Death Note — by choice or by being voted out — the Kira Follower can pick it up and continue the chain, but only the active Kira slot can write names; the Follower is a courier and decoy. The notebook handoff has its own visible animation, so experienced killers pass only when out of sight.
The shared task meter
Investigators stack progress on a single shared task meter visible on the side HUD. Tasks appear as small interactable icons across the map, and community-reported values run roughly 5–8% for short tasks, 12–18% for long tasks, and 10% per player for group tasks. Reaching 100% triggers an immediate Town win regardless of alive count.
The meter resets to 0% at the start of every round (it is per-match, not persistent), does not reset between meetings, and keeps its progress even if the Investigator who earned it is voted out. Task-first play wins most early rounds, while a player who never visits a task station for a full minute becomes a prime Kira or Follower suspect.
Meetings, voting, and eliminations
Meetings are the only structured communication window and the only way to slow the kill clock: Kira cannot write during one and the kill timer pauses until the vote resolves. Any player can call a meeting by reporting a body or using the emergency button; the body reporter always speaks first and speaking order is otherwise randomized each meeting.
Ejection requires a simple majority of living players (abstaining counts as not voting). Community-reported thresholds:
| Living players | Votes needed to eject |
|---|---|
| 10 | 6 |
| 8 | 5 |
| 6 | 4 |
| 5 | 3 |
| 4 or 3 | Majority still ejects |
Above 4 living players, a tie ejects nobody; at 4 or 3 alive, the same majority makes the vote effectively lethal. A skip vote option appears alongside every player's name, and a skip majority ends the meeting with no ejection. The eliminated player's role is revealed on the way out, feeding information into the next free-roam phase.
First-round priorities
- Read your role card twice at the reveal; it sets your entire objective, and you cannot switch roles mid-match (the only automatic change is the L successor mechanic).
- Treat your first rounds as calibration: map the task layout, watch how experienced players move, and avoid committing votes without evidence.
- Town habits: move with purpose between tasks, run a fixed two-task route so tails become obvious, work tasks in rooms other players pass through so witnesses become your alibi, and prefer skip votes when no one has real proof.
- Kill-side pressure: Kira needs proximity and a stolen ID, so distance is the Town's only real defense — treat anyone closing on you as a threat. A player who writes in the open, hovers near a body, or avoids tasks for a full minute is a strong suspect.
- Vote on evidence, not vibes: stillness at a task looks identical for a real Investigator and an idle Kira, so wait for movement. A wrong early vote or a wasted emergency meeting hands Kira the round.
- Note the vote math before committing: with five alive, three votes eject, and abstentions can sink your own team's majority.
The Investigator is the friendliest starting role because its job is unambiguous: find tasks, complete them, stay alive, and report only what you actually saw — who was near the last victim, who left a task early, and who has been following players instead of working the meter. Once you know which role you keep drawing, build your play around that role's objective first.
Lobby size and role distribution
Lobby capacity is currently reported inconsistently: one detailed rules guide describes a 10-player lobby with two killer seats (one Kira, one Follower), one L, and the rest Investigators, with public lobbies starting at 8–10 players; the wiki homepage and the official game description state 13-player servers. Community probability writeups report that killer-team slots stay anchored (never three Kiras, never two Ls) while larger lobbies add more Investigator seats, making rare roles feel rarer in big lobbies. Check your server's player count in-game, since this varies by build.
Related Guides
All Roles
Compare the four confirmed roles, their teams, objectives, abilities, and the specialist guide for each role.
Tasks & Meter
See how Investigator tasks advance the shared meter, what is confirmed, and how killers exploit task behavior.
ID System
Understand how hidden roles, close-range ID access, exact names, and notebook eliminations form one identity system.
