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Game modes

Whole-game twists a server can switch on. At most one ever runs in a single game, so no two can collide.

Updated

The twists

Whole-game events rather than roles. At most one of these ever runs in a single game β€” the server picks from whichever are switched on, so no two can collide.

The Key in The Traitors
Game mode

The Key

One player starts with it β€” a Faithful, to begin with. Each night the holder privately names who wakes with it, and nobody may hold it twice, so it can end up with anyone and never comes back. While you hold it, there's a chance each day the Armoury opens after the mission: three boxes, two empty, and only you can open one β€” in front of everyone, so the castle learns who carries the key the moment you step forward. What you find (a Shield, a Clue, or The Seer) is never announced, and works even if you've already used that item this game. If the holder is eliminated while carrying it, the key leaves the game.

Secret Traitor in The Traitors
Game mode

Secret Traitor

A Traitor hidden even from other Traitors. Each night, submit a shortlist of up to 3 Faithfulsβ€”the Traitors' murder vote is restricted to your list. When any Traitor is banished, your identity is revealed.

The Dagger in The Traitors
Game mode

The Dagger

Not a role, but a one-time mid-game event (around 10–11 players). A Traitor carries the Dagger and gets a brief window during a mission to strike. Humans must win a challenge; AI have a weighted roll. Success = instant public kill; failure = Claudia calls out the carrier.

The Dungeon in The Traitors
Game mode

The Dungeon

A one-time event, fired once 14–16 players remain. The Traitors condemn four players β€” Faithful or Traitor, anyone at all β€” who are dragged away in the night and vanish from the game entirely. They spend a day and a night imprisoned together, cut off from the castle. The following night the Traitors choose one of the four to die, revealed publicly after the next mission. The three survivors return the following morning, and cannot be banished on their first day back.

Marked for Death in The Traitors
Game mode

Marked for Death

A one-time event, fired the first night 14 or fewer players remain. One Traitor marks six players; at dawn they are taken to cages in the forest and can neither see nor hear the game. Everyone still at the table secretly picks one of the six to fight for, then opens 10 of 20 boxes hunting skulls β€” 10 skulls saves that player. Anyone left unsaved is the only person the Traitors may murder that night. Marked players cannot be banished that day.

Buried Alive in The Traitors
Game mode

Buried Alive

A one-time event, fired the first night 14 or fewer players remain. One Traitor chooses six players; at dawn they are buried alive, one to a numbered plot, each alone. Everyone else digs β€” but the plots are numbered, not named, so nobody knows who they are digging for. Exactly three are dug out; the other three are the only people the Traitors may murder that night. Everyone not buried then lays a lily in one of the three remaining caskets, publicly and by name β€” every lily on whoever is actually killed pays the pot 1,000 gold. The three dug out may vote at that day's roundtable but cannot be banished. A Traitor can be buried, but never murdered.

The Death Match in The Traitors
Game mode

The Death Match

A one-time event on round 3's night. The Traitors shortlist four players β€” they may include themselves, which is a real gamble, because nothing that follows can be steered. The four are not taken anywhere: they wake, eat, do the mission and vote as normal, losing only the right to be banished that day. The next night, instead of a murder, the four play Old Maid with the major arcana in the main channel in front of everyone. Seats are randomised, every pick is blind, and whoever is left holding Death is murdered. Nothing protects the loser.

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