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Missions are an important segment of gameplay in The Traitors. In all versions of the game, they serve two primary purposes:

  1. To offer the contestants an opportunity to increase the total prize fund
  2. To allow them access to game-changing powers, often by them or their team performing the best in a Mission

Missions are typically scheduled in the early to middle part of an elimination cycle, after Breakfast but before a Banishment. There is usually one Mission per elimination cycle, although sometimes a Bonus Mission for more prize money is offered as well (the Roulette and Dinner Party Missions are the most common of these).

Mechanics[]

Missions will take place on the main filming grounds or some other nearby landmark/area. The contestants are then usually divided into two or more teams, although some individual contestants might also be designated specific roles or duties. Each team then competes to complete the Mission within the given time frame, with the total prize money won from the Mission dependent on how all the teams performed. Additionally, some Teams or contestants (typically the better-performing ones) will gain access to the Armoury, where they have a chance to obtain power-ups in-game, most commonly the Shield. Versions of the show that do not use the Armoury typically make Shields a side game during the mission.

Many Missions have been duplicated across various editions. See Category: Missions for a non-exhaustive list of commonly-occurring Missions.

Strategy[]

Contestants are often separated into cars when travelling to and from Missions (in the Videoland Editions for De Verraders (Netherlands), since most Missions were carried out on the grounds of De Havixhorst, the contestants were instead given household chores that divided them into groups), offering them a critical time to have game-related conversations in relative privacy.

Missions also allow some contestants to gain an advantage in the game, by gaining Armoury access repeatedly and reducing their chances of being Murdered, or making an argument that they should be kept in the game for helping to contribute to the prize fund. Contestants have often strategised to help someone enter the Armoury (or deny them access). The current metagame in most editions is that the group entering the Armoury agrees to remain silent on whether or not they hold the Shield, effectively protecting everyone within the group. Even if a Traitor in the group holds the Shield, they often avoid targeting others within the group for fear of drawing suspicion.

Trivia[]

There have been seasons where Mission performance does not grant Armoury access: De Verraders (Netherlands)/Season 1, where the Armoury concept was not introduced yet, and The Traitors (Australia)/Season 1, where contestants directly competed in Shield Challenges instead. Since Series 2 of the UK and US versions, shields have been competed for as part of the mission, and the Armoury has been sidestepped.

References[]

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