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Missions

Fifteen different missions appear throughout the game, plus two events that are not missions at all. Each one tests loyalty and nerve.

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How missions work

How missions work

Each mission round, players gather at a new location. You'll face a choice: try for gold and potentially help the group, or play it safe. Traitors can use missions to gather intel or undermine Faithfuls.

Important mechanic

If you choose to pass (abstain from the mission), you contribute zero gold and are not eligible for shields that round.

The missions

The Vault mission in The Traitors

The Vault

The Challenge

Try the lock. Each successful attempt adds 50–250 gold to the pot.

How it works

  • Click the Try Lock button
  • If it opens, you win that amount of gold
  • If it fails, you get nothing
  • Everyone who tries contributes something

Strategy

Higher risk, but also guaranteed to resolve — everyone who tries will eventually succeed.

The Armoury mission in The Traitors

The Armoury

The Challenge

Open a box and claim its contents: gold or a shield.

How it works

  • Choose one of 20 boxes
  • It contains either gold (100–400 amount) or a shield
  • Each box can only be claimed once
  • Nobody else will have the same shield

Strategy

Higher variance — luck matters. Early boxes can contain anything; later boxes reveal patterns as players choose.

The Pyre mission in The Traitors

The Pyre

The Challenge

Choose a segment of a blazing pyre. One segment hides a shield.

How it works

  • Select one of 6 pyre segments
  • Each choice adds 100 gold to the pot
  • One randomly chosen segment also contains a shield
  • Whoever picks it gains the shield
  • Requires 12+ players to run

Strategy

Pure luck on the shield, but guaranteed small gold reward. Good if you want a safe contribution.

The Raven mission in The Traitors

The Raven

The Challenge

A secret message will be delivered to one player.

How it works

  • Claudia privately selects one player
  • Everyone clicks to "receive the message"
  • Only the chosen player sees the actual message
  • The group adds 75 gold to the pot
  • Everyone who clicks knows one person got chosen, but not who

Strategy

Low stress but high information value — pay attention to who stays silent or seems to know something.

The Vestry mission in The Traitors

The Vestry

The Challenge

Answer a trivia question. Correct answers add gold to the pot.

How it works

  • You'll see a question with multiple choice buttons
  • Click your best guess
  • Correct answer: +200 gold
  • Wrong answer: nothing
  • Takes 20 seconds to answer

Strategy

Knowledge-based but risky — you could help or hurt the group. Betting on your smarts is brave.

The Undercroft mission in The Traitors

The Undercroft

The Challenge

Race against the clock. Complete the challenge fast enough to bank a shield.

How it works

  • Click Begin when ready
  • Complete the challenge in time
  • Success: gain a shield (and gold for the group)
  • Failure: contribute nothing
  • Speed matters — you have a time limit

Strategy

Rewards confidence and speed. Shows who's calm under pressure, and who panics.

The Deceiver's Table mission in The Traitors

The Deceiver's Table

The Challenge

Choose one of three cups. One is richly filled, one is meagre, one is empty.

How it works

  • Select the left, middle or right cup
  • The full cup: +400 gold to the pot
  • The meagre cup: +150 gold
  • The empty cup: nothing
  • One player, secretly chosen in advance, wins a shield instead if they pick the empty cup — so some rounds award none at all
  • The choice is entirely luck

Strategy

Pure chance. It's a gamble with no skill component — stress test everyone's nerve.

Sacrifice Your Fellows mission in The Traitors

Sacrifice Your Fellows

The Challenge

The cruelest mission. Burn a fellow player — or save them and sacrifice someone else to the flames.

How it works

  • You're given a choice to burn one player
  • If you do, they're eliminated immediately
  • If you refuse, someone random is chosen to burn instead
  • Either way, 1–3 players will be eliminated this round
  • Requires 10 or fewer living players
  • Only runs once per game

Strategy

The mission that breaks trust. Play it wrong and half the group turns on you instantly. Play it right, and Traitors can shift blame.

Don't Be Greedy mission in The Traitors

Don't Be Greedy

The Challenge

A sack of gold hangs from a fraying rope in your Quarters. Take as much as you dare for the castle — but don't be greedy.

How it works

  • Played privately in your own Quarters thread
  • Each grab adds gold to the pot but strains the rope
  • Seal the sack any time to lock in what's inside
  • Grab once too often and the rope snaps — you lose everything
  • Everyone's rope frays at a different, hidden point

Strategy

Pure nerve. Push for a bigger haul or bank a safe amount early — and remember, nobody else's "safe" is the same as yours.

Share or Steal mission in The Traitors

Share or Steal

The Challenge

You're secretly paired with another player, gold on the table between you. Share it with the castle — or steal a reward for yourself.

How it works

  • Talk it over privately in your pair thread
  • Both Share → the gold goes to the castle's pot
  • One steals → they take a Clue, Shield, or Seer, but the whole castle is told who stole
  • Both steal → nobody gets anything
  • You each lock in a secret choice

Strategy

A test of trust and reputation. Steal for the tool and wear the mark of a thief, or share to protect the pot — and your good name.

Victor's Gambit mission in The Traitors

Victor's Gambit

The Challenge

You are matched with one opponent and fight a single duel — and you can talk it over (and lie) in a private thread first. Each of you secretly picks a stance: Attack, Defend or Counter. The victor takes 1,000 gold, a stalemate pays 500 each, the loser takes nothing. This gold is paid to you personally — it is the only mission in the castle that never touches the prize pot. (Paired with an AI, it will genuinely negotiate back — and can be talked around.)

How it works

  • Talk it over privately in your duel thread
  • ⚔️ Attack beats 🌀 Counter
  • 🌀 Counter beats 🛡️ Defend
  • 🛡️ Defend beats ⚔️ Attack
  • The same stance on both sides is a stalemate — 500 gold each
  • The loser takes nothing
  • One player who loses their duel is secretly given a Shield — nobody is told who
  • Only runs when an even number of players are left alive

Strategy

Winning is not always best. Exactly one of the night's losers walks away protected from murder, and the castle is never told who — so a defeat is worth something nobody outside can measure. Agree a stalemate and break it, or honour it and split. What you say you will do is the only information your opponent has, and there is no strongest stance — only the person opposite you.

A Bridge Too Far mission in The Traitors

A Bridge Too Far

The Challenge

A rope bridge over a gorge, 20 planks long — and only 8 of them will hold your weight. You set out carrying 2,000 gold for the castle's pot, and cross alone in your own Quarters. Put a foot wrong and you must throw 500 gold into the gorge before the ropes will take you again. Four rotten planks and you arrive with nothing. A fifth and there is nothing left to throw, so you go over with it.

How it works

  • Choose your stride each turn: 👣 Step 1, 🏃 Leap 2 or 🤸 Leap 3
  • You can see the condition of the next two planks — no further. Anything beyond that is a leap in the dark
  • Land badly and Lighten the Load is your only move — 500 gold over the side
  • Whatever you still carry when you reach the far bank goes to the pot
  • ⚡ The first across — in the fewest moves — takes a Shield
  • Runs with 10 or fewer players

Strategy

Speed and safety pull against each other. Leap blind every turn and you will cross in the fewest moves and take the Shield — but nearly one crossing in five ends in the gorge with nothing, and those who do get back carry roughly a third of what a careful player brings home. Take the planks you can see and you will almost certainly arrive, purse fat, and far too slowly to win anything.

The Prophecy mission in The Traitors

The Prophecy

The Challenge

Name the player you believe the Traitors will murder tonight. Every call that proves right pays the castle 1,000 gold — and the names of everyone who called it are read out at the morning reveal.

How it works

  • Your call is secret while the mission is open — you can change it freely
  • Once everyone has called, every single prophecy is read aloud to the whole castle, naming who called what
  • That happens before the night — so the Traitors go and choose their victim knowing exactly what the board says
  • At the next morning reveal, after the victim is named, each correct call pays 1,000 gold to the pot
  • If no murder happens that night, the prophecy is voided — nobody right, nobody wrong, no gold
  • Needs 6 or more players still alive

Strategy

The gold goes to the pot everyone shares, so it is not really the point — what the board decides is what the morning teaches the castle.

The Traitors see every name before they kill. Murder someone the castle collectively named and you have just confirmed their read works — the table learns to trust its instincts, and whoever pushed that name walks into the roundtable with real credibility. Murder someone nobody named and the castle learns its read was worthless, but the Traitors have visibly swerved every name on a list they were holding.

And if your name is against the person who dies, you will be asked how you knew. A correct call is worth having and dangerous to hold at the same time.

There is no safe call. There is only the one you can defend in the morning.

The Pillory mission in The Traitors

The Pillory

The Challenge

There is a pillory in the courtyard and a barrel of rotten tomatoes beside it. The castle chooses somebody to stand in it, and everyone else is handed two tomatoes. Every one that lands pays the pot — and if enough of them hit, the player in the pillory walks into that same day's roundtable already carrying votes against them.

How it works

  • First, vote for who goes in the pillory. Your vote is completely secret — only the result is ever announced, never who chose what
  • A tie is settled by lot
  • Then everyone gets two tomatoes on two buttons. Throw them both
  • Your first throw is the easier one; by the second they are ducking behind the post
  • Every hit adds 500 gold to the prize pot
  • Half of all tomatoes landing earns 1 vote against them at the roundtable; three quarters earns 2
  • A poor showing earns nothing but the gold
  • Runs with 6–10 players left

Strategy

This is the biggest single pot-builder in the castle, so everybody wants it to go well — including whoever is in the pillory, and including the Traitors.

But it is also an amplifier. Whatever the castle already believes gets a mechanical push at the roundtable, and the castle is not always right. Put the wrong person in that pillory and you have handed the Traitors a head start on banishing an innocent.

The vote for who goes in is secret precisely so you can choose freely. Nobody will ever know it was you — and nobody will ever have to defend it.

The Pact mission in The Traitors

The Pact

The Challenge

Secretly name one other player. If that player names you back, the pact holds and pays the castle 1,500 gold. A name that is not returned is worth nothing at all.

Nobody may speak while the naming is open. The hall is sealed until every name is in.

How it works

  • You name one player, privately — you can change it until the pacts are read
  • A pact only holds where both of you named each other
  • Every pact that holds is then read out to the whole castle
  • Unreturned names are never revealed — nobody learns who you reached for if they did not reach back
  • Each held pact pays 1,500 gold to the pot
  • Two held pacts are secretly chosen: one pair is shielded from tonight's murder, and one pair is allied for the rest of the game — neither of them can ever vote to banish the other
  • Neither is announced. Only the pairs themselves are told
  • Needs 6 or more players still alive

Strategy

The Traitors have a guaranteed partner sitting right there. They are the only people in the castle who can be certain a name will be returned, so to them the gold is free — and they know it.

But taking it draws a public line between two players, and that line stays on the board for the rest of the game. Refuse it and you are gambling on a Faithful naming you back, and probably walking away with nothing.

For everyone else it is a question of who you think likes you enough to spend their one name on you. Reach for the obvious ally and you confirm what the table already suspected. Reach for someone unexpected and you may get nothing at all.

And every pair on that list might be the shielded one, or the allied one. You cannot tell which — and neither can the Traitors.

Special days

These only appear in a Marked for Death or Buried Alive game, and replace that day's mission. See Game modes.

The Cages mission in The Traitors

The Cages

The Challenge

Only appears in a Marked for Death game, and it replaces that day's mission entirely. Six players have been taken to cages in the forest. Everyone still at the table has one chance to fight for one of them.

How it works

  • Secretly pick one of the six to fight for — nobody knows who anyone else chose
  • Open 10 of 20 boxes in your Quarters, hunting skulls
  • Skulls stack across everyone fighting for the same player
  • 10 skulls in total saves them
  • Every empty box you open costs the prize pot

Strategy

Anyone left unsaved is the only person the Traitors are allowed to murder that night — so a name nobody fights for is as good as chosen. The six can hear their own rescue land in real time, but can do nothing about it. Traitors fighting for a marked ally is a glaring tell, so they often will not.

Buried Alive: the numbered plots
Buried Alive: lilies laid on the caskets

Buried Alive

Part one: the dig

The Challenge

Only appears in a Buried Alive game, and it replaces that day's mission entirely. Six players were put in the ground overnight, one to a numbered plot. Everyone still above ground is handed a spade.

You know who was taken. You do not know which plot holds who, and nobody is going to tell you.

Three will be dug out. Three will not.

How it works

  • Pick a plot in your Quarters — a number, never a name
  • You get 6 swings, all of them in the one plot. Each has an even chance of shifting earth
  • A plot opens at 4 spadefuls, counting your swings and everyone else's together
  • The board is public and live — progress and digger count for all six plots
  • You may talk. Crowd onto whichever hole you like; it tells you nothing about who is in it
  • If your plot opens while you still have swings left, you are released to pick another
  • The moment the third lid comes off, every spade in the castle goes down
  • Runs with 12–14 players still alive

Strategy

You cannot save your friend. You can only save somebody — and that is the entire mission. Every argument you would normally have about who deserves rescuing is worth nothing here, because the graves are numbered.

What is left is arithmetic in public. Pile onto a plot that is nearly through and you bank a rescue; spread out and you may open more, or none. The Traitors are digging alongside you and can steer that conversation freely, because for once they know exactly as little as you do.

Then come the lilies — and those are not blind at all.

Part two: the lilies

The Challenge

The second half of a Buried Alive day. Three caskets are still in the ground. Everyone who was not taken lays a single lily in one of them — a public guess at which of the three the Traitors will kill tonight.

It saves nobody. It only sets the price.

How it works

  • One lily each, in one of the three caskets still in the ground
  • The three who were dug out do not lay one — they were down there when it mattered
  • You may change your lily until the count
  • The count is public, and so is every name. Everyone sees exactly who laid what
  • The Traitors are shown the tally, and what each name is worth, before they choose
  • Every lily on whoever they actually kill pays the pot 1,000 gold
  • Nothing else in this mission pays anything at all

Strategy

The Gold never goes to the Traitors — every coin lands in the communal prize pot that the winners split at the end. But the Traitors fully intend to be those winners, and that is the whole trap: agree as a castle and you swell a pot they may well walk away with; scatter your lilies and you keep it small and keep them guessing.

But here is what you cannot see from up there: a Traitor can be buried and cannot be murdered. So if the three still under include one of theirs, the obvious kill may simply be impossible.

Which means the morning tells you something. If the name every one of you agreed on climbs out of that hole alive, there are only so many reasons why — and the person it happened to will have to explain every one of them.

And the three who came up are at the roundtable that evening. They can vote. Nobody can banish them.

Events

The Ransom mission in The Traitors

The Ransom

The Challenge

Not a mission — an event, and it happens once per game at most. It arrives straight after a roundtable once ten or fewer of you are left, on top of whatever mission that round already had. Claudia offers the castle a bargain: pay a share of the prize pot, and the Traitors get nothing at all that night.

How it works

  • The price is 30% of the current prize pot — so it grows as you do
  • Pay, and there is no murder, and no recruitment, seduction or ultimatum — nobody is turned
  • Refuse, and the night proceeds in full
  • The debate is open and so is the vote — everyone sees how everyone voted, and you may change your mind while it is open
  • Majority of votes cast wins. A tie means no payment
  • Skipped on any night the Traitors already kill in the open (the Dagger, the Dungeon, the Death Match, Marked for Death) — it simply waits for an ordinary night instead

Strategy

The gold is the castle's and the Traitors expect to win it too, so nobody is arguing against their own interest here — which is exactly what makes the vote hard to read. "We cannot afford this" is an honest Faithful position and precisely what a Traitor protecting their night would say.

The sharpest moment to spend it is the night after you have correctly banished a Traitor: they are a member down, and a night they cannot recruit is a night they stay down. Which also means a Traitor arguing very hard to refuse on that particular night has a motive everybody at the table can see.

You only get one. Where you spend it says as much as how you vote.

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