Hertfordshire's Darkest Night

TRUST
NO ONE.

The Traitors meets the Classic Mafia Game. Now in the UK. Step into the ultimate 12-player tournament of psychological warfare, logic, and raw deception.

3 Rounds
12 Players Max
1 Storyteller

Deceive.
Manipulate.
Survive.

01

The Arrival

The Arrival

Arrive at The Clubhouse at Broxbourne Golf Complex. Check in, grab a drink at the bar, and begin sussing out the competition before the doors even close.

02

The Feast

The Feast

Before the mind games begin, indulge in high-end sliders, crispy chicken tenders, and seasoned wedges, served as pick-up food, buffet style. (Food is fully included in your ticket price). You’ll need the energy.

Vegan options are available. Please let us know about any dietary requirements or allergens.

03

The Game

The Game

Take your seat at the table. Three intense rounds, guided by our expert Storyteller. Can you survive the night?

The Itinerary

19:00

Arrival & Drinks

Doors open at The Clubhouse at Broxbourne Golf Complex. Check in and get settled.

///saints.share.pitch

19:20

The Briefing

Sit-down, rules explained and roles assigned.

19:30

Round 1

The first night falls. Trust no one.

20:00

Drinks Break

10 minutes to regroup and re-hydrate.

20:10

Round 2

The tension rises. Who is lying?

20:40

Drinks Break

10 minutes to steady your nerves.

20:50

Round 3

The final showdown. Only the sharpest survive.

21:20

The Aftermath

Winners announcement & post-game drinks.

22:00

Hometime

The streets are clear.

Welcome to the neighborhood.

This is a game of deception, survival, and cold blood.

The Setup

An informed syndicate (the Mafia) works in the shadows to eliminate the uninformed citizens (the Townspeople). The town must identify and eliminate the mob before they take over the streets.

The game is run by a non-playing Narrator and alternates between two phases:

The Night Phase: The Hit

Everyone closes their eyes. The Narrator calls specific roles to wake up and act in silence.

  • The Mafia: Open their eyes, silently agree on a target to eliminate, and go back to sleep.
  • The Angel: Wakes up and chooses one player to protect from the hit. They can protect themselves.
  • The Detective: Wakes up and points at one suspect. The Narrator gives a silent nod if the suspect is Mafia, or a shake if they are Town.

The Day Phase: The Sit-Down

Eyes open. The Narrator announces who was attacked in the night, and whether the Angel saved them.

  • The Debate: The town talks. Weed out the rats. Use logic, read the room, or lie to survive.
  • The Trial: Players accuse suspects and vote to put one person on the stand. The accused makes a final plea.
  • The Execution: The town votes simultaneously on whether to eliminate the accused. Eliminated players reveal their true allegiance and are out of the game.

Winning Conditions

Town Wins

All Mafia members are eliminated.

Mafia Wins

The Mafia equals or outnumbers the remaining Townspeople.

The Dossier

Know your role. Trust your instinct.

A
A

THE MAFIA

Conspire silently with your partners to target and execute one Civilian each night phase.

K
K

THE SHERIFF

Point out one player to the Narrator each night to privately learn their alignment.

Q
Q

THE ANGEL

Protect one player from elimination each night. (You can protect yourself once).

7
7

THE CIVILIAN

Use deduction, behavioural analysis, and unified voting blocks during trials to expose the Mafia.

Can you spot the
liars?

12 Players. 3 Rounds. £32 per ticket.

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