Overview
Are You the Traitor? is a social deduction card game where players are dealt secret role cards each round. The roles include the Good Wizard, the Evil Wizard, the Traitor, the Key-Holder, and Guards. The Good Wizard wants the magic key to go to a Good player, while the Evil Wizard wants it for Evil. Players discuss openly, trying to determine who is the Traitor and which Wizard is Evil, until someone makes an accusation that ends the round.
Components
- Role cards: Good Wizard, Evil Wizard, Traitor, Key-Holder, Guards
- Treasure cards (for scoring)
Setup
- Select role cards based on player count (the rules specify which roles to include at each count).
- Shuffle the role cards and deal 1 face down to each player.
- Players look at their own role secretly.
Turn Structure
Each round is a single discussion phase followed by an accusation:
- Discussion: All players talk openly, trying to figure out who has which role. Players may say anything – truth, lies, or misdirection.
- Accusation: At any time, a player may point at another player and make an accusation. The type of accusation depends on the accuser’s suspicion.
The round ends immediately when an accusation is made. Cards are revealed and points are awarded based on whether the accusation was correct.
Actions
Possible Accusations:
- A Guard (or anyone) points at a player and says “You are the Traitor!” – if correct, the Good team scores.
- The Key-Holder may hand the key to a Wizard – if they give it to the Good Wizard, the Good team scores; if to the Evil Wizard, the Evil team scores.
- Other accusation types depend on the specific roles in play.
Scoring: The player(s) who made the correct play earn treasure cards. Multiple rounds are played until someone accumulates enough treasure to win.
Scoring / Victory Conditions
- Players earn treasure cards for correct accusations or successful plays.
- The first player to collect a specified number of treasure cards wins the game.
- The exact treasure threshold depends on player count.
Special Rules & Edge Cases
- The Traitor appears to be on the Good side but actually works for the Evil Wizard.
- Players may make false claims about their roles.
- Once an accusation is made, the round ends immediately – no take-backs.
- If the wrong person is accused, the Evil team benefits.
- Roles are re-dealt each round, so alliances shift constantly.
- With fewer players, some roles are removed from the game.
Player Reference
| Role |
Team |
Goal |
| Good Wizard |
Good |
Receive the key |
| Evil Wizard |
Evil |
Receive the key |
| Traitor |
Evil (hidden) |
Appear good, help evil |
| Key-Holder |
Good |
Give key to Good Wizard |
| Guard |
Good |
Identify the Traitor |