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
- 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.
- 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.
- 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.
- 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.
- 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.