App icon for MTG Life Counter: Lotus
MTG Life Counter: Lotus Track life and commander damage for up to 10 players
Launch

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.

LandRoleAt the start
Plains LeaderTurn it face up at the start.
Island GuardianKeep it face down.
Mountain AssassinKeep it face down.
Swamp TraitorKeep 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:

Roleuncommonraremythic
Leader535
Guardian774
Assassin783
Traitor436

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

Guardian 6

Assassin 7

Traitor 3

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:

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

VariantIn the appHow
Standard gameBuilt inRole counts for 3 to 12 players, dealt on the server.
Rarity poolsBuilt inTick the rarities to deal from when you create the game.
Banning identitiesBuilt inBan any identity in the pool settings; the app warns if a role runs short.
Beginner setBuilt inDeal uncommons only, or ban everything outside the list below.
Backstab RumblePaper onlyNot a deal mode in the app yet. Deal it with cards.
Basic-land rolesPaper onlyNo app needed; that is the point.

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