Print the cards at home
No phones at the table? Print the identity cards on paper, sleeve them in front of a real Magic card and deal them like the original. Pick your cards, check the preview and hit Print.




























































































































Treachery at the table
Keep this page next to the identity deck.
Setup
- Sort the identities by role and take the number of each role for your player count from the table below.
- Shuffle those cards together face down and deal one to each player. Look at yours, keep it secret.
- The Leader turns their card face up right away. The Leader takes the first turn, there is no die roll; play then goes around the table as usual.
- Everyone else stays face down until they unveil or leave the game.
Roles by player count
| Players | Leader | Guardian | Assassin | Traitor |
|---|---|---|---|---|
| 4 | 1 | – | 2 | 1 |
| 5 | 1 | 1 | 2 | 1 |
| 6 | 1 | 1 | 3 | 1 |
| 7 | 1 | 2 | 3 | 1 |
| 8 | 1 | 2 | 3 | 2 |
| 9* | 1 | 2 | 4 | 2 |
| 10* | 1 | 2 | 5 | 2 |
| 11* | 1 | 3 | 5 | 2 |
| 12* | 1 | 3 | 6 | 2 |
4 to 8 players is the official table. *From 9 up: one Leader, half the players (rounded down) as Assassins, the rest split between Guardians and Traitors.
How each role wins
- Leader
- Survive. Your team wins once every Assassin and Traitor has left the game.
- Guardian
- Keep the Leader alive until every Assassin and Traitor is gone. If all Leaders fall, you lose too.
- Assassin
- Your team wins when all Leaders have lost and at least one Assassin is still in the game.
- Traitor
- Be the last player standing. You must outlast everyone, other Traitors included, so the Assassins have to fall before the Leader does.
Unveil
The keyword on every non-Leader identity. It keeps the identity face down from the start of the game, turns it face up if you lose, and lets you turn it face up yourself by paying its unveil cost whenever you have priority. Unveiling is a special action: it doesn’t use the stack and can’t be responded to.
Undercover
A restriction on unveiling, found on Guardians. An Undercover identity can only be unveiled once, earlier in the game, another non-Leader identity has been revealed, or a player other than you has attacked a Leader player.
Tips for a good print
- Print at 100% or “Actual size”, never “Fit to page”. Otherwise the cards come out too small for sleeves.
- Turn on “Background graphics” in the print dialog, or the dark backs print blank.
- Sleeve each card with a real Magic card behind it. The paper slides in front, the Magic card gives it the right stiffness and shuffle feel.
- Plain paper plus sleeves works fine. Matte cardstock (around 200 to 250 g/m²) feels nicer if you play without sleeves.
- Keep the backs identical: same printer, same paper, same sleeves. If one card looks different from behind, everyone will know who has it.
- Cut on the crop marks with a craft knife and a ruler, or a paper trimmer. With no gap, one cut separates two cards. With a gap, turn on bleed so a cut that drifts a little still leaves no white edge.