Verräter - Online Guide

Starting The Game

With /join 3-4 players can join the game. With /start the game begins. Alternatively, you can use the Game Tool!

Object of the Game


Two houses hate each other and fight for territory, House of Eagles v House or Roses. The players fight for each house and try take land from the opposing house, therefore receiving victory points. Which house you are fighting for may change since there is a traitor in your midst!

The Interface


The landscapes of the two houses (eagle and rose) are laid out in a clock-like fashion. At the beginning of the game both houses have the same valued landscapes.

Each landscape contains the following information:

  • The colour and symbol for that house.
  • The number shown in the square is the additional value for that house towards the conflict (see below).
  • The smaller numbers in the circles are the victory points awarded (see below).

The players names and information is shown around the four corners of the screen.


The player's information shows what house they currently show allegiance for (the colour and coat of arms). The player's current Victory points are shown on the top right of his information, the number of points he has played with his cards (excluding diplomat points) on the bottom right during phase 3. Below this you may see your own cards and their values. Other players' cards are NOT shown.

In the top left of the screen is the game status.


The current round number is shown along with the current player's name.

Flow of the game

With 3 players there are 9 round. With 4 players there are 8 rounds. Each round is divided into phases.

At the beginning of the game, each player receives 3 cards a 3, 4 and 5. The starting player is selected at random and becomes the stratagist for that round. The play sequence goes from Top Left, Bottom Left, Top Right, Bottom right in a rotation. The starting player advances one position each round.

Before the game commences each player can select a location to build a farm. Each round, if you have a farm in the colour of the winning house you will receive one additional card to your hand (max of 5 cards in hand at any time).


When placing you should have the farm house symbol shown (as per the picture left). If you have the town hall then just click on it to change it back to the farm house. Pick a location (probably the same as your current house) and place the farm house there.

Phase 1 - Selecting the Place of Conflict
Konfliktort bestimmen

The player, who selected the strategist in the previous round (currently declared on the screen as 'STRATEGST'), now decides the place of conflict . He chooses two neighbouring cards which are of a different house and clicks on the white line between these two ares. THe area should highlight a white box bounding both cards when you hover over with your mouse. (Example: Left shows Dorf:Eagle and Ödnis:Rose which are neighbouring each other).

Phase 2 - Select a Role

There are 6 roles to choose from:

The Strategist

The player who takes the strategist, will in the next choose the place of conflict. He also gets 2 Victory Points this round.

The Farmer

The farmer receives 3 cards to his hand during Phase 10.

The Builder/Architect

The builder may build another farm house or town hall or convert a farm house into a town hall or vice versa.

The Diplomat (5)
Diplomat 5

The diplomat (5) adds five extra points of conflict.

The Diplomat (2)
Diplomat 2

The diplomat (2) adds two extra points of conflict. He also receives an additional card during Phase 10.

The Traitor

The traitor will change his house during the round and adds any cards he plays to the opposing house. He also receives 1 Victory Point for this round.

In each round one action card is removed from play. Beginning with the starting player, each player chooses an action card.

Aktion wählen

Click on the card you want then click 'OK'.

Sometimes the window not be centrailzed. If so then drag it to the centre to see all the cards available.

Phase 3 - Playing Resource Cards

Beginning with the starting player, each player selects 0-5 of their resource cards to add to the fight. The value of the cards selected is shown to the other players to help them decide on what they will bring to the conflict. The value of the cards played will be added to the value of the landscape times which are within the place of conflict. Click on the cards you wish to play. The cards currently selected are higlighted with a white border. Click 'OK' when you have finished with your selection.

There are 23 available resource cards: 5x2, 5x3, 5x4, 5x5, 2x6, 1x8

Phase 4 - Show Players Action Cards

Now all action cards are uncovered. If a traitor was chosen, this player's hand will now show a change in house.

Phase 5 - Resolve the Conflict

The confilct points for both houses are now evaluated:

  • Confilct points for each landscape involved.
  • Supply cards played during this round (the traitor's cards now count for his new house!)
  • Confilct points for the two diplomats (5) and/or (2).

The house which gets the most points wins the vistory and the losing house card changes to that house. If the points are equal then the houses remain the same. The traitor scores 1 point and the strategist 2 points.

Phase 6 - Award Victory Points

Victory points are shown on the card which won the conflict. The value is dependant on the number of playes of the house which won.

In the example abouve (village) if only one player is for the winning house, they would be awarded ten points. With two players, they would each get six points and with three players, three points each. If everyone was of the same house, they would get one point each.

The traitor gets one victory point, the strategist two victory points.


The losing house card now changes to the winning house. The coat of arms of the winning house is shown on the centre of the screen. Click on this to continue the game.

Phase 7 - Building (Builder Action)

The builder may now build a new farm house or town hall or convert a town hall into a farm house or vise versa. You can also move buildings.

Kontor Gutshof

Next to your name will appear a building icon. If you want to change the type from farm house to town hall or vise versa then click on it. Next click on the landscape card where you wish to build. Buildings only work when the house they are aligned to mets the house that won the round.

If you would prefer to relocate a building, then click on that building (on the landscape card) then the new location you wish.


Placed buildings are indicated by a coloured bar in the colour of the owning player. A player can have a maximum of 3 buildings, of this a maximum of 2 town halls.

Phase 8 - Strategist Awarded Points

Whoever became strategist, determines the place of conflict in the next round. A player keeps this role, until another selects this action. If he chose the action again in this round he would score 2 victory points for this round too.

Phase 9 - Remove Spent Resource Cards

The resource cards played to the table are now removed.

Phase 10 - Resource Cards are Replenished

The action 'farmer' receives 3 cards. All other players, beginning with the starting player, take one card for each of their farm yards on a landscape of the winning house. The player with the action card Diplomat (2) gets an additional card.

Note: No player may receive more than three cards and may have no more than five cards in their hand! A farmer therefore receives no more than three cards.

Phase 11 - Return Action Cards

The action cards are removed ready for the next round.

Phase 12 - Change the Starting Player

The player, who came after the starting player this round, becomes the new starting player for the next round. Phase 1 of the next round begins.

Certain phases are done automatically by the computer. These are phases 4, 5, 6, 8, 9, 11 and 12).

End of the Game

The game ends after phase 10, either when one house is completely obliterated or at the end of round 9 in a 3 player game or the end of round 8 in a 4 player game.

Points are awarded for town halls as follows: Multiply the number of town halls you have times the number of resource cards you still have (to a maximum of 3 resource cards). Since you can only build a maximum of two town halls, the maximum bonus is 2 * 3 = 6. These points are added to existing points of victory so far. Whoever has the most points, wins the game.