Variants
Other ways to play
One official twist, a no-cards fallback, and the pool tweaks most groups end up making. Agree on any of them before identities are dealt.
Backstab Rumble
An official option for pure chaos. Deal one Leader, and make every other identity a Traitor. There are no Guardians and no Assassins, so every hidden player is out for themselves.
- Each Traitor still needs to be the last player standing, so nobody wants the Leader dead early.
- Once the Leader is gone, there is no team win to end things: the remaining Traitors fight it out to the last one.
- For a nasty surprise, the organiser can keep the choice secret. Everyone assumes a normal game, and the table slowly works out that nobody is on anybody’s side.
- You need a Traitor for every seat but one, so check your pool. The Treachery.app set has 13 Traitors.
Rule reference: TR11.1. The secret version bends the usual rule that role counts are public (TR2.3), which is why everyone has to agree to “surprise variants” in general beforehand.
Basic lands as roles
No identity cards and no phones? Use four types of basic land as plain role cards. You lose the unveil abilities, but the hidden-team game still works, and it is a great way to teach the core idea.
| Land | Role | At the start |
|---|---|---|
| Plains | Leader | Turn it face up at the start. |
| Island | Guardian | Keep it face down. |
| Mountain | Assassin | Keep it face down. |
| Swamp | Traitor | Keep it face down. |
Build the pile with the usual role counts, shuffle and deal. With no unveil costs, “unveiling” just means flipping your land face up when you want to claim your role openly. Undercover doesn’t apply.
Rarity pools
Identity rarity is meant to show complexity, not power. Uncommons are short and easy to read, rares add more moving parts, and mythics include the identities that swap cards around or rewrite the end of the game. The Treachery.app set has:
| Role | uncommon | rare | mythic |
|---|---|---|---|
| Leader | 5 | 3 | 5 |
| Guardian | 7 | 7 | 4 |
| Assassin | 7 | 8 | 3 |
| Traitor | 4 | 3 | 6 |
A common path: uncommons only for the first game or two, then add rares, then mythics once everyone knows the flow. Each rarity on its own has enough identities for an eight-player game. Bigger groups may need to mix rarities: mythics alone have only three Assassins.
A beginner set
Our pick for a first game: 21 identities that do one clear thing, need little tracking, and rarely end a game on their own. It covers up to 12 players. Mostly uncommons, with a few easy-to-read rares and mythics standing in for the swingiest uncommons.
Leader 5
- The Blood Empress
The Blood EmpressIdentity — Leader(Start the game with this identity face up in the command zone. You are the starting player.) Whenever one or more creatures your opponents control leave the battlefield, choose two. This ability triggers only once each turn. • Create a 0/1 black Thrull creature token. • Create two Blood tokens. • Tap or untap target permanent. • Target opponent loses 2 life and you gain 2 life.TRE · 050/062 · U - Her Seedborn Highness
Her Seedborn HighnessIdentity — Leader(Start the game with this identity face up in the command zone. You are the starting player.) Start the game with a number of seed counters on Her Seedborn Highness equal to the number of players. {2}, Remove a seed counter from Her Seedborn Highness: Untap all permanents you control. Activate only once each turn.TRE · 055/062 · U - The Old Ruler
The Old RulerIdentity — Leader(Start the game with this identity face up in the command zone. You are the starting player.) Your starting life total is increased by 20. Your starting hand size and your maximum hand size are each increased by one. At the beginning of your first upkeep, create a Blood token, a Clue token, a Food token, a Map token, and a Treasure token.TRE · 059/062 · U - The Queen of Light
The Queen of LightIdentity — Leader(Start the game with this identity face up in the command zone. You are the starting player.) Start the game with a number of purification counters on The Queen of Light equal to half the number of players, rounded down. {3}, Remove a purification counter from The Queen of Light: Exile a permanent of your choice. (This ability doesn’t target anything. You choose a permanent as it resolves.)TRE · 060/062 · U - The Void Tyrant
The Void TyrantIdentity — Leader(Start the game with this identity face up in the command zone. You are the starting player.) Start the game with a number of void counters on The Void Tyrant equal to half the number of players, rounded down. {2}, Remove a void counter from The Void Tyrant: Counter target spell or ability from a nonidentity source. (Mana abilities can’t be targeted.)TRE · 062/062 · U
Guardian 6
- The Bodyguard
The Bodyguard {4}Identity — GuardianUndercover Unveil {4} When The Bodyguard is unveiled, until your next turn, prevent all damage that would be dealt to target player and each creature and planeswalker they control.TRE · 003/062 · U - The Cathar
The Cathar {5}, Pay 5 lifeIdentity — GuardianUndercover Unveil—{5}, Pay 5 life. When The Cathar is unveiled, exile up to three target nonland permanents until you lose the game. (Those permanents return under their owners’ control.)TRE · 004/062 · U - The Flickering Mage
The Flickering Mage {4}Identity — GuardianUndercover Unveil {4} When The Flickering Mage is unveiled, exile up to four target nonland permanents. Return those cards to the battlefield tapped under their owner’s control at the beginning of the next end step.TRE · 006/062 · U - The Immortal
The Immortal {3}Identity — GuardianUndercover Unveil {3} When The Immortal is unveiled, up to one target player gains 15 life and up to one target player shuffles their graveyard into their library.TRE · 009/062 · U - The Inquisitor
The Inquisitor {X}{1}Identity — GuardianUndercover Unveil {X}{1} When The Inquisitor is unveiled, choose X other target players. They each reveal their hand. For each of those players, choose a card from their graveyard or hand and exile it.TRE · 010/062 · U - The Oracle
The Oracle {2}Identity — GuardianUndercover Unveil {2} When The Oracle is unveiled, until end of turn, Leader players have protection from everything and their life totals can’t change. (They can’t be targeted, dealt damage, or enchanted by anything and their life totals can’t change.)TRE · 013/062 · M
Assassin 7
- The Beastmaster
The Beastmaster {4}Identity — AssassinUnveil {4} When The Beastmaster is unveiled, up to two target players each create two 4/4 red and green Beast creature tokens with trample.TRE · 033/062 · U - The Demon
The Demon {4}Identity — AssassinUnveil {4} When The Demon is unveiled, target player searches their library for a card, puts that card into their hand, then shuffles.TRE · 037/062 · U - The Madwoman
The Madwoman {4}Identity — AssassinUnveil {4} When The Madwoman is unveiled, tap up to two target creatures. Each of those creatures deals damage equal to its power to its controller. Prevent all combat damage that would be dealt to and dealt by those creatures this turn.TRE · 039/062 · R - The Pyromancer
The Pyromancer {6}Identity — AssassinUnveil {6} When The Pyromancer is unveiled, if it’s your turn, it deals 6 damage to target player and each creature and planeswalker they control. If a creature is dealt damage this way, it loses indestructible until end of turn.TRE · 042/062 · R - The Seer
The Seer {X}Identity — AssassinUnveil {X} When The Seer is unveiled, shuffle, then scry X. Reveal the top card of your library and put it into your hand. When you reveal a nonland card this way, The Seer deals damage equal to twice that card’s mana value to any target.TRE · 044/062 · U - The Sigil Mage
The Sigil Mage {5}Identity — AssassinUnveil {5} When The Sigil Mage is unveiled, you may cast up to two target instant or sorcery cards from graveyards without paying their mana costs.TRE · 046/062 · U - The War Shaman
The War Shaman {5}Identity — AssassinUnveil {5} When The War Shaman is unveiled, destroy up to two target nonland permanents. If none of them were creatures, create an X/X red Elemental creature token, where X is the total mana value of the permanents destroyed this way.TRE · 049/062 · R
Traitor 3
- The Banisher
The Banisher {7}Identity — TraitorUnveil {7} When The Banisher is unveiled, exile any number of target creatures. Draw a card for each nontoken creature exiled this way.TRE · 019/062 · U - The Oneiromancer
The Oneiromancer {X}{X}Identity — TraitorUnveil {X}{X} When The Oneiromancer is unveiled, exile the top X cards of each player’s library face down. You may look at cards exiled with The Oneiromancer. Once each turn, you may cast a spell among cards exiled with The Oneiromancer without paying its mana cost. When you do, exile the top card of target player’s library face down.TRE · 026/062 · U - The Time Bender
The Time Bender {6}Identity — TraitorUnveil {6} When The Time Bender is unveiled, choose two — • Each player shuffles their hand and graveyard into their library, then draws seven cards. • Take an extra turn after this one. • End the turn.TRE · 029/062 · R
Identities groups often leave out
No identity is banned, and the original designers consider them balanced. In practice, a handful tend to decide games by themselves or stall the table, and they are the usual first cuts when a group wants steadier games:
- The Golem
The Golem {6}Identity — GuardianUndercover Unveil {6} When The Golem is unveiled, target Leader player loses 6 life and you gain 6 life. Leader players have hexproof and can’t be attacked. (Until you lose the game.)TRE · 007/062 · U - The Quellmaster
The Quellmaster {9}Identity — GuardianUndercover Unveil {9}. This cost is reduced by {1} for each creature controlled by non-Leader players. When The Quellmaster is unveiled, tap all creatures controlled by non-Leader players and put a stun counter on each of them. (If a permanent with a stun counter would become untapped, remove one from it instead.)TRE · 014/062 · R - The Gatekeeper
The Gatekeeper {3}Identity — TraitorUnveil {3} When The Gatekeeper is unveiled, create Cerberus, a legendary 4/8 black and red Demon Dog creature token with menace, double strike, trample, and lifelink. {2}: Turn The Gatekeeper face down.TRE · 022/062 · U - The Grenadier
The Grenadier {X}Identity — TraitorUnveil {X} When The Grenadier is unveiled, create X plus three colorless artifact tokens named Explosive. {1}, Sacrifice a token named Explosive: Choose one — • Destroy target nonland permanent. • Target player loses 3 life.TRE · 023/062 · U - The Treacherous Masochist
The Treacherous Masochist {0}Identity — TraitorUnveil {0} If you would be the first player to lose the game, or tied for first, instead you win the game. (You still win the game if you are the last player standing.) As long as no player has lost the game, spells and abilities you control can’t cause you to lose the game, and you can’t pay life.TRE · 030/062 · M - The Puppet Master
The Puppet Master {6}Identity — TraitorUnveil {6} When The Puppet Master is unveiled, redistribute control of any number of other identity cards. Then turn face down each of those cards that isn’t a Leader. (Each player must control one identity card.) You may look at face-down identity cards you don’t control any time. At the beginning of your end step, draw two cards.TRE · 027/062 · M
This is our judgement from play, not an official list. Leave them in if your table enjoys the chaos; they make for the best stories.
Without Commander
Treachery runs on top of any multiplayer Magic game. With 60-card decks, cubes or precons, start at 20 life and use that format’s usual rules. Everything else stays the same.
What Treachery.app supports
| Variant | In the app | How |
|---|---|---|
| Standard game | Built in | Role counts for 3 to 12 players, dealt on the server. |
| Rarity pools | Built in | Tick the rarities to deal from when you create the game. |
| Banning identities | Built in | Ban any identity in the pool settings; the app warns if a role runs short. |
| Beginner set | Built in | Deal uncommons only, or ban everything outside the list below. |
| Backstab Rumble | Paper only | Not a deal mode in the app yet. Deal it with cards. |
| Basic-land roles | Paper only | No app needed; that is the point. |