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“I’m 100% Faithful!” : Five Games for Fans of The Traitors

THE TRAITORS

Like many others in the UK, I have been avidly watching the third series of The Traitors on BBC One. I have variously enjoyed and been dismayed at the actions of the players as a neutral observer. They have formed increasingly tenuous cliques, thrown around fantastically flimsy accusations, and too many have retorted with limp defences or alibis. Therein, however, lies the dangerous potential of great benefit to one’s ego in being a neutral observer to such a game; allowing yourself to think that you would not make the same mistakes. For the more reasonable, and realistic, there are a few ways to at least partially test this hypothesis.

If you have convinced yourself that you would be a great asset to the Faithful or the Traitors and would enjoy being trapped in a castle for weeks on end, lying or being lied to by strangers all day, then you can always apply to be on the next series of the show. However, consider that the idea of potentially spending several weeks may be anathema to any self-described introvert or those who aren’t so convinced of their tactical nous.

Being on a TV show is not the only option for those who still want their fix of deception and (fake) murder. The basic mechanic of The Traitors-hidden roles and secret agendas-can also be experienced in the comfort of your own home. Even more exciting is that there are so many variations on the theme of hidden roles and agendas that there is likely to be at least one game that satisfies your tastes. If, like me, you now have a Traitors-shaped hole in your heart, the following are five excellent options for testing your mettle as a manipulator, investigator, or both.

Werewolf – For Larger Groups

What is it?

Werewolf is arguably the closest analogue to The Traitors on this list, making it an excellent starting point for fans of the show. It’s a social deduction game, designed for larger groups, and it’s very easy to pick up. There are many versions of this game, including One Night Ultimate Werewolf.

How does it play?

The premise is straightforward: players are secretly picked to be either a villager or a werewolf (I.e. a Faithful or Traitor). The villagers must try and identify and then eliminate the werewolves before they become outnumbered. Werewolves must avoid suspicion and kill the villagers until their ranks are at least equal in number. At the start of each round (the “day”), players debate and vote to eliminate another player who they collectively suspect to be a werewolf. Players who are voted out reveal their role (“I am…and have been since the beginning…a villager!”) and then, at the end of every round (the “night”), the village goes to sleep, and the Werewolves secretly select a villager to kill.

Unfortunately, unlike The Traitors, Werewolf doesn’t have Claudia Winkleman to guide you-but it does have a similar role. One player takes on the neutral role of the facilitator or “moderator”. This player narrates the game, facilitating each round and setting the tone. They ensure the night phase operates as intended. A good facilitator makes a huge difference to the group’s enjoyment of the game, keeping everyone engaged and clarifying the rules when needed.

Variations and Complexity

Beyond the basic villager-versus-werewolf dynamic, Werewolf can be enhanced with a large range of additional roles to add new layers of strategy, and chaos. This is more important for larger groups and repeat play. These may include, but are certainly not limited to:

The Seer: A villager who secretly learns the role of one player each night.

The Hunter: A villager who takes another player with them when they’re eliminated.

The Guard: Protects a chosen player (or themselves!) from being eliminated during the night.

A personal favourite is adding an elected Mayor who can resolve ties at banishment, with players nominating each other and doing stump speeches. It’s less about the mechanics that come with the role, more about the potential for the village to really come alive.

Who is it for?

Werewolf is suitable for kids and adults alike and is best with groups of 6 or more. No prior knowledge of the rules is needed, as it’s easy to explain.

Coup – Quick and deadly

Coup is a fast-paced card game centred around bluffing, deduction, and power plays. Unlike Werewolf, the only way to win is by yourself. Each player takes the role of an ambitious noble trying to rid the court of their rivals. They can do this through leveraging their influence, forcing other players into false accusations, hiring an assassin to kill off another player’s wards, or simply by amassing enough wealth to perform a Coup (hey, that’s the name of the game!)

How does it play? Players are dealt two role cards at the beginning of the game. Each card represents a particular type of character, such as a Captain, Ambassador, Duke, Contessa, or Assassin, and each type of card has a different ability. The Captain can steal, the Duke can take more money from the central pot than anyone else, the Assassin can try to kill an opponent’s card, the Ambassador can swap cards with the deck, and the Contessa can block assassinations. The twist is that, while they have a maximum of two cards, players are not limited to these actions based on what card their have. Players can choose any action, as long no one chooses to challenge them. Opponents can call their bluff: if correct, the liar loses a card; if incorrect, the challenger loses one. The winner is the last player with any cards left.

Ideal for 3-6 players who enjoy fast-paced, high-stakes games. Its short playtime and simple rules make it perfect for quick rounds.

The Resistance/Avalon/Secret Hitler – Strategic and Thematic

What is it? These games pit teams with hidden roles against one another, wrapped in various themes from Futuristic (The Resistance), to Arthurian (Avalon), to post-WW1 German Politics (Secret Hitler). What these games have in common is the main mechanic. In each, players aim to complete objectives while uncovering traitors before they cause too much damage (or take over Germany).

How does it play? Each game plays similarly, though the exact mechanics are a little different across each. Generally, players nominate and/or vote on who will take part in missions or take on a particular role (e.g. chancellor). They’ll engage in debate, hurl baseless accusations around the table, and try to deduce who is lying to them. Some key variations are in place, however. Avalon (a spin-off of The Resistance) features Merlin, a ‘faithful’ player role who knows the identity of the traitors but must use this information wisely to remain covert and to avoid undue suspicion. Secret Hitler gives players unique powers that tend to favour the Fascist players as the game progresses.

If the Secret Hitler game seems particularly loaded to you, in that its based on particularly horrific world events, rest assured that you won’t be missing out if you pick one of the other two games listed.

These games are best for groups of 5+, and for the same types of players as the other games. There’s nothing particularly complicated happening in these. Each version offers a distinct flavour, from the more straightforward mechanics of The Resistance to the role-driven complexity of Avalon and Secret Hitler.

LOVE LETTER – Swift and Scandalous

A compact bluffing and deduction game where players jostle to deliver a love letter and stymie their rivals’ romantic hopes. It is a game of intrigue, deception, and just a touch of scandal. With only 21 cards in the deck, and 1-5 rivals in your way, every move is deeply impactful.

Gameplay is very simple though can be quite strategic. On their turn, players draw a card and then play one of two. The cards represent a regular of the royal court, from a handful of lowly Guards to the Princess herself, with each character having a unique function. Guards are the bluntest instrument in this deck; if you correctly guess what card your opponent is holding, they are taken out of commission. The Baron forces players to compare hands, with the lowest value hand being knocked out. Other cards are less confrontational, like the Countess. A player who holds the Countess in addition to a Prince or the King must play the Countess, who otherwise has no specific ability attached. Other players may use this to target them or may suspect a bluff. The round ends when the deck is exhausted, or all other players are eliminated. Should you gamble to eliminate your last rival or try to hold on to the highest card when the round ends?

Beyond the royal court setting, a range of wacky variations of Love Letter are also available. Want to hunt down the Joker in Batman Love Letter or tangle with unfathomable cosmic horror in Lovecraft Letter? You can!

Perfect for 2-6 players (probably best at 3-4), Love Letter is ideal for those prefer a more compact, quick-fire format. Rounds are quite short, meaning it’s also a great choice for filling gaps between longer games.

Unfathomable – Long-form deception on the high seas

What’s it about?

For players who prefer the long con and can dedicate a few hours at a time to it, Unfathomable may be the game for them. It’s based on the excellent Battlestar Galactica board game (sadly out-of-print) and rejigged to work in a Lovecraftian setting. Players work together to survive external threats to their ship while dealing with covert saboteurs.

At the start of the game, each player is dealt a loyalty card: Human or Hybrid. Human players are focused on survival, while Hybrids aim to sabotage the group in secret. All players work together to complete tasks which keep the ship operational, carefully manage their resources, and vote on key decisions, all while trying to uncover the traitors among them. Every round is different, with every action scrutinised for signs of betrayal. And, just when you think you know who is who, every player is dealt an additional loyalty card at the game’s midway point. Players who were previously human might now be something less than (or more than…!). Paranoia is threaded through every aspect of this game, making every choice taken and not taken a point of contention; even in scenarios where all players are Human for half the game.

Who’s it for?

Ideal for 4-6 players who enjoy deep, thematic experiences with layers of strategy and tension. This game is much longer than the others in this list, so make sure you’ve got a group of people who are engaged and ready to deceive.

Conclusion

Each of these games brings something unique to the table, whether it’s the pure simplicity of Werewolf, the fast-paced intensity of Coup, or the long-form thematic chaos of Unfathomable. If The Traitors has you craving the thrill of deception, alliances, and betrayal, why not try out one of these games? You might just discover that lying to your friends-or catching them in a lie-is even more fun than watching it on TV.

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