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Top Tips to Play Treachery! in an Hour with 30 People

At Get Social, we've been running games for groups of all sizes since 2019 — sometimes for hundreds of people at festivals, sometimes for smaller parties and workplaces. In 2024, we introduced our own game, Treachery: a fast-paced, dramatic, and playful take on classic social deduction rules. It's built for parties, socials, and team-building events… and here's how you can run it yourself.

What Is Treachery?

The premise is simple: a handful of hidden traitors are among the group, while everyone else is innocent.

At night, everyone closes their eyes while traitors secretly "murder" someone.

In the daytime, the group debates, points fingers, and votes for peace or execution.

The game ends when either all traitors are eliminated (innocents win) or peace is declared while traitors remain (traitors win).

It's easy to learn, scales to big groups, and, most importantly, keeps everyone involved in the drama.

Essentials for Running the Game

  • Ratio matters. Choose around ¼–⅓ of the group to be traitors.
  • Make names visible. Whiteboards are perfect: write names big and bold, then cross them out when eliminated. Keep them by players' feet so it's always clear who's out.
  • Add atmosphere. A microphone helps with announcements, sound effects, and dramatic tension… but isn't essential.
  • Faux drama works best. Keep the tone playful: it should feel serious, but in a safe and silly way.
  • Explain the rules clearly. Especially: traitors must lie if asked directly, eliminations are final, and players should lean into the fun.

Starting the Game: Build Suspicion Early

  • Introductions. Each player explains why they are definitely innocent (bonus points for ridiculous reasons).
  • Neighbour check. Players turn to the person next to them and ask, "Are you faithful?"
  • Pairs → groups → spokesperson. Debate in pairs, then in groups of 4–5, and nominate a spokesperson to share suspicions.
  • Accusation time. Options include finger-pointing all at once, whiteboard reveals, or each player standing to declare, "I accuse X!"

First Murder = Revival and Leadership

The first person "murdered" at night doesn't leave the game. Instead, they are revived as the Leader.

The Leader has a deciding vote if the group is tied.

After each elimination round, the Leader passes their power to someone else, spreading influence and keeping things moving.

This twist keeps the first elimination from feeling like a dud and adds a rotating sense of authority.

Eliminations: Peace or Execution

To keep the pace sharp:

  • Vote for peace or execution. If peace is chosen while traitors remain, traitors win. If execution is chosen, someone is eliminated.
  • Cull faster when needed. Eliminate two or three at a time by voting who stays, not who goes.
  • Parting shots. If an innocent is eliminated, they get a dramatic last word: one final accusation.
  • Raise the stakes. Later rounds can require a majority for execution, forcing more strategy and debate.

Bonus Variations

  • Recruitment. The traitors can offer to recruit an innocent instead of eliminating them. The chosen player can accept… or stay loyal.
  • Seers. A "seer" opens their eyes at night and gets a glimpse of the truth… though they'll likely be targeted fast.
  • Fake-outs. Announce a murder, then reveal nobody was eliminated. Suspense guaranteed.

The Host's Role

The host is the key to a great game. Your job is to:

  • Guide the flow: keep night and day phases clear and quick.
  • Entertain: add humour, drama, or a touch of theatre.
  • Let players shine: spotlight their accusations, creativity, and banter… but don't hog the limelight. Let them shine!

A good host makes Treachery feel slick, dramatic, and safe for everyone.

Who Can Play?

Treachery is designed for:

  • House parties: quick, dramatic, and perfect for breaking the ice.
  • Workplace socials & team-building: builds communication, teamwork, and playful conflict. If you're weighing this up for the office, our team-building events are built around exactly this kind of game.
  • Festivals & big groups: works brilliantly for 20–30 players in under an hour.

Run It Yourself… or Let Us Host It

With a few whiteboards, a clear set of rules, and a confident host, you can run Treachery at home or in the office.

Or let Get Social take care of it. We'll bring the structure, energy, and entertainment so you can focus on playing. Get in touch!