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At home

How to play a Traitors-style game at home with friends

Head count: eight or more friends, with twelve to sixteen the sweet spot; one of you hosting; about 45 minutes a game, and you'll play it twice.

You don't need a castle. A living room, a kitchen table or a garden with enough chairs is all a Traitors-style game needs, plus one friend willing to be the host. This is the home version of Treachery!, our own Traitors-style game, cut down for a smaller group and a longer evening. The full rules, with the twists and the host's tricks, are in how to play a Traitors-style game: Treachery! in an hour.

What you need

  • Slips of paper, one per player, marked traitor or loyal, folded and shuffled. About a quarter are traitors: two for eight players, three for twelve, four for sixteen.
  • A host who doesn't play. The host runs the nights and the days and announces the murders. Trade places for the second game so everyone gets to play.
  • Somewhere to track who's out. A whiteboard if you have one, a sheet of paper on the table if not, or names in a notes app held up on a phone.
  • Snacks and a playlist. Night is quieter with music, and the arguing is thirsty work.

The round, step by step

  1. Night. Everyone closes their eyes. The host says "traitors, open your eyes"; they point at a victim and close them again. Keep the lights on; this isn't a séance.
  2. Morning. Everyone opens their eyes and the host announces the victim. In Treachery! the first victim comes back as the Leader, with the deciding vote in a tie: at home that keeps the host's partner from sulking on the sofa for forty minutes.
  3. Day. Talk. Who went quiet? Who's too keen to accuse? Traitors must lie if asked directly, and everyone else must decide whether to believe them.
  4. The vote. Point at once, on the count of three. Whoever gets the most fingers is out and gets one parting accusation. Or vote for peace, which ends the game: if a traitor is still in, the traitors win.
  5. Repeat until the traitors are caught or peace is called.

Twists for the second game

  • Recruitment. Instead of a murder, the traitors can offer a loyal player a place at their table. They can accept, or stay loyal and say nothing.
  • A seer. One loyal player opens their eyes at night and sees who the traitors are. They'll be murdered fast if they say so.
  • A fake-out. The host announces a murder, then reveals nobody died. Watch who looks relieved.
  • Harder votes. Later rounds need a majority for an execution. The debate gets longer and better.

For a bigger night

A birthday with thirty people, a hen do, a house party that got out of hand: past about sixteen players the game needs a louder host and a firmer clock, and that's the version we run. Treachery! comes to you, any room with chairs, 16 to 30 players a session and about 50 minutes, and the host brings the drama so you can play. For the office version, see how to play a Traitors-style game at work.