Fantasy
How to play fantasy Traitors: a guide to every point on this site
Where fantasy points come from, which moments swing a season, and how to draft for a game where your best player might be a Traitor.
Traitors Fantasy · · 5 min read
Fantasy sports were built for games where everyone is trying to win. The Traitors is a game where a third of the room might be lying to you, the most useful player can vanish overnight, and the winner may be the person who did the least. That makes fantasy scoring for The Traitors: New Blood a strange and wonderful thing to design. Here is how it works on Traitors Fantasy, and how to use it.
Two ways in
A Solo Team is the quick version. You pick five players from the cast, name one of them as your winner prediction, and your score lands on the public leaderboard. No league, no scheduling, no group chat. Start one here.
A league is the full experience. Friends join by link, you run a snake draft on the live draft board, and every manager ends up with their own roster. The commissioner sets how many rounds the draft runs, which is also the roster size, and can switch scoring categories on or off for the league. League Pass covers the details.
Only reviewed episodes count
One rule shapes everything else: points only count once an episode is published. After each broadcast, scoring events are drafted and then reviewed before they go live, so standings never lurch around on a first pass and then jump back when something gets corrected. If an episode has aired and your league has not moved yet, that is why. It is not broken; it is waiting for a second look.
Where the points come from
Every scoring category follows the round cycle of the show. These are the default values; your commissioner can turn categories off, and the complete list with every value lives on the scoring rules page.
Missions are the steady trickle. A player earns a point when the group banks the mission and loses one when it fails. Being the named standout who clinches it is worth two, and being the one who blows it costs two. Sitting a mission out costs a point.
Shields are where a quiet player can pay off. Earning a shield is worth two points. If the Traitors actually target that player and the shield stops the murder, it is worth four, and the player does not take the murder penalty on top.
The Round Table is the heart of it. Surviving with zero votes is worth two. Drawing votes and surviving anyway is worth one, but every banishment vote received costs a point, so a player who scrapes through with six votes against them is having a bad night on your roster. Correctly naming a real Traitor at the table is worth two; naming a Faithful who then gets banished costs two. Being banished as a Faithful costs two, and as a Traitor costs four. A unanimous banishment stacks another minus two on top.
Murder costs the victim three. Being the first person murdered all season costs one more, and the first banished also takes an extra point off.
Recruitment is small but spicy. Being offered the chance to turn is worth two, and saying yes is worth two more. A Traitor who successfully turns a Faithful earns two. Refusing and then being murdered for it is minus one, and replaces the usual murder penalty rather than adding to it.
Roles pay a premium for danger. Being named a Traitor in episode one is worth three points up front.
The endgame is where seasons are won
Making the final Round Table is worth three. A player who is on the right side of the final banishment earns three more. Voting to end the game when no Traitors are left is worth five; voting to end it with a Traitor still at the table costs three. The last Faithful at a final table earns a three point bonus.
Then the jackpots. Winning as a Faithful is worth 15. Winning as a Traitor is worth 20. A recruited Traitor who goes on to win stacks five more on top. Those numbers are why the winner prediction matters so much.
The winner multiplier
Your winner pick is the one player you think takes the pot, and that player's total is multiplied. Solo Teams get a multiplier too. In a league, the default multiplier is two, and a commissioner can set it anywhere from one to five. A correct winner pick with a Traitor win is a season-defining swing. A winner pick who gets murdered in week two is a long, quiet autumn.
Chaos and spicy points
The show is not only strategy, so the scoring is not either. An episode-title-worthy line is worth two. Winning a hostile confrontation is worth three. Crying costs two, and leaving early for medical reasons or quitting costs three.
Leagues can also opt into a spicy tier that is off by default. It rewards a Traitor who votes out one of their own, a Traitor who reaches the end without ever drawing a majority, a player who never draws a single vote all season, and being roasted to your face by the host. It punishes publicly vouching for a Traitor and, most painfully, accidentally revealing your own role.
How to draft
Now the fun part. Looking at how past seasons have played out, a few principles stand out.
- Draft survivors, not stars. A player who drifts through ten Round Tables with no votes quietly banks two points a week, and quiet players have a habit of making the final.
- Do not fear the Traitor. Starting as a Traitor is worth points on day one, and a Traitor win is the biggest single prize on the board. The risk is the four point banishment.
- Beware the loudest accuser. Correct accusations pay, wrong ones cost, and loud players draw votes, which cost a point each.
- Spend your winner pick on staying power. The multiplier applies to everything the player scores, so a long run is worth more than a flashy start.
- Watch the shields. A player who keeps winning them is protected from murder and quietly scoring, though a shield can make the Round Table suspicious.
For how those instincts played out for the real winners, read what the US winners actually did. New to the vocabulary? The glossary has every term. And for the step by step version of all of this, including how leagues and Solo Teams differ, see How to Play.

