New Year's Eve · 2026
Traitors: 2026 NYE Edition
If you've never played Traitors before, then don't worry, this website is to breakdown how things will go. If you want to make it more compeitive, then you can buy-in £5 to play for the pot.
What’s the whole point?
Traitors is a game of deception and betrayal. You'll be assigned a role at the start of the game and you'll need to work with your team to try and eliminate the traitors. By the end of the game, the remaining faithfuls will split the pot. However, if there is at least one traitor that survives the game, then the remaining traitors will split the pot.
Game loop: Team Challenge (earn shields) → round-table banishment with two eliminations every table → break where traitors pick their one secret “overnight” murder per cycle → reveal who vanished → repeat.
When
Game starts 6 PM (arrive 4:30–5 for pre-party)
Where
Cortland 1st Floor & Board Room
Pot
Optional £5 buy-in · winner takes all
Dress code
Smart Casual / Dressy
Playing is optional—jump in when it feels fun. We explain twists as they land so the whole night feels like games, drinks, and social scheming rather than instructions.
Who's who?
Faithfuls
Most of you will be Faithful. You’re innocent, but not safe: traitors are hiding among you, pretending to be on your side. Chat, observe, bluff if you have to, and use the round table votes to banish anyone acting suspicious. Clear every traitor before the finale and the remaining Faithfuls split the prize.
Traitors
Secretly selected at the start (and free to recruit later), Traitors coordinate in the shadows to murder one Faithful each round. By day they sit at the round table like everyone else, lying, gaslighting, and nudging banishment votes away from themselves. If even one Traitor survives the finale, you steal the whole pot.
Ghosts
Eliminated guests who never learn the traitor identities but still drop twists, votes, and weird rules.
Night schedule
Trust no one after 6:00 PM
Getting ready to start
Cortland 1st Floor
Grab a drink and chill out before we start the game.
Envelope pull
Board Room
You’ll be called up one by one to open your envelopes. Try not to react as others in the room will be trying to read your reaction.
Team Challenge #1
Cortland 1st Floor
Straight into it: mixed teams tackle a trust challenge for the first shield.
Quick drink reset
Cortland Bar
Top up your glass, whisper a theory, brace for the first vote.
Round Table One · First accusations
Board Room
Your first chance to call someone out. Quick chat, secret vote, first banishment.
Long break · Traitor plotting
Cortland Bar
Fresh air, snack run, traitors pick their first victim while everyone else argues about the vote.
Murder drop #1
Board Room
We reveal who didn’t survive the break. They slip out quietly and return as a ghost.
Team Challenge #2
Cortland 1st Floor
New mission, new sabotage angles, another shot at a shield.
Quick regroup
Cortland Bar
Reset, swap notes, get ready to talk shields and immunity.
Round Table Two · Shield talk
Board Room
Anyone claiming safety has to back it up. Another player gets bounced.
Ghost playground
Cortland Bar
Living players mingle while ghosts whisper ideas for twists. Traitors lock in their next target.
Murder drop #2 + ghost twist
Board Room
Another faithful falls. Ghosts add a modifier for the next round table.
Team Challenge #3
Cortland 1st Floor
Timed mission. Win = the final shield, lose = ghost interference.
Quick breather
Cortland Bar
Last sip before the chaos prompts land.
Round Table Three · Chaos cards
Board Room
Each speaker draws a random prompt—maybe whisper-only, maybe defend somebody else.
Final plotting break
Cortland Bar
One more breather. Traitors plan their last strike, ghosts cook up the final twist.
Murder drop #3
Board Room
The final reveal before endgame. Whoever falls becomes a very loud ghost.
Round Table Four · Speed defence
Board Room
30-second timers, no repeats, one unlucky player loses their vote courtesy of the ghosts.
Final toast break
Cortland Bar
Last drink, final whispers, brace for the final ballot.
Round Table Five · Final push
Board Room
Written ballots plus a hidden ghost vote. Last chance to flush the liars.
Final vote & reveal
Board Room
Decide to banish again or end the game. Traitors reveal, pot pays out, champagne pops.
Life after death = Ghost Mode
Getting “murdered” unlocks a different game. You won’t know who the traitors are, but you still get to torment the living.
- • You never learn who the traitors are unless they’re exposed at the finale—every haunt is based on vibes.
- • Drop a hidden extra vote, remove someone’s vote for a round, or force two players to duel with 30‑second defences.
House vibe
- • No phones allowed in the board room.
- • Plenty of breaks between challenges and round tables.
- • Shields, clues, and twists show up without warning.
Final reminder