The Traitors: How the BBC Turned a Parlour Game into a Masterclass in Human Psychology.
by Alex Bomberg | 19th October 2025

A deep look at the psychological mechanics behind “The Traitors”, where strategy, suspicion, and social engineering collide.
When the BBC launched The Traitors, few expected a reality show about secret saboteurs in a Scottish castle to become a cultural phenomenon. Yet behind the drama, tears, and cloaked ceremonies lies a deceptively simple blueprint: the social deduction game known variously as Wolf and Villagers, Werewolf, or Mafia.
At its core, both the parlour game and The Traitors ask one primal question: Who can you trust?
But where the tabletop version ends after an hour of laughter and light paranoia, the televised format turns that question into a psychological crucible one that magnifies human traits, exaggerates emotions, and reveals how social engineering governs our behaviour when trust becomes a currency.
As noted in the 2018 article “Operational psychology - Social engineering” by Alex Bomberg, social engineering is “all about getting yourself or someone else to willingly do, say, buy, or like something or to have a particular opinion on an issue.”
In much the same way, the cast of The Traitors become unwitting agents of influence, both the Traitors and the Faithful are subject to the same subtle cues, framing and social-pressure tactics that intelligence operatives use in real-world manipulation. The game’s environment, scarcity of information, public voting, and ritual banishment, acts like a social engineering amplifier, making it easier for persuasive players to tilt the balance of belief in their favour.
1. The Ancestry of Deception: From “Wolf and Villagers” to The Traitors
The DNA of The Traitors can be traced directly to Wolf and Villagers, a 1980s party game that pits two asymmetrical groups against one another.
The Villagers, representing honesty, must identify the hidden enemies among them.
The Wolves, representing deception, know each other’s identities and secretly eliminate players by night while blending in by day.
The rules are simple, but the psychology is not. Every round tests perception, persuasion, and collective reasoning under stress, three pillars that define both espionage and entertainment.
The genius of The Traitors lies in taking that minimal structure and building an entire social laboratory around it. The castle, the cloaks, the missions, the round-table banishments, all serve to externalise what the tabletop game implies: paranoia, hierarchy, and manipulation.
In the original Wolf and Villagers, a person’s role exists only in imagination. On The Traitors, that imagination is made cinematic. The setting doesn’t just host the game it performs it.
2. The Game Becomes a Human Mirror
What makes The Traitors fascinating is not merely who wins, but what the game does to its participants. When deception becomes an occupation, the boundaries between acting and authenticity blur. Every human trait, od or bad, inflated by the structure.
Charisma Becomes a Weapon
In a small social group, charm helps. In The Traitors, charisma is currency. A confident speaker who commands attention shapes the group narrative. Players who are naturally persuasive find themselves inadvertently cast as leaders, even if they’re wrong. The camera loves them, and so do other contestants, until that magnetism starts to look suspicious.
The result? A paradox where the very quality that makes someone trustworthy also makes them dangerous.
Caution Becomes Paranoia
Quiet players often logical and observant, suffer the inverse fate. In the high-stakes echo chamber of The Traitors, silence reads as scheming. In Wolf and Villagers, these players survive by deduction; in the BBC castle, they risk isolation. Their natural restraint is amplified into perceived deceit.
Empathy Becomes Liability
Some contestants, celebrities, teachers, carers, parents, enter the show wired for cooperation. The game exploits this impulse. Acts of kindness and consolation can be reinterpreted as manipulation. The result is psychological dissonance: helping others feels dangerous. The very trait that defines someone’s real-world integrity becomes their in-game weakness.
Deception Becomes Performance Art
For the chosen “Traitors,” lying isn’t simply strategy, it’s theatre. The show demands constant improvisation under observation. Each lie must be sustainable, consistent, and emotionally credible. Players who might normally tell small white lies now become full-time actors. What begins as role-play morphs into identity management.
This is where The Traitors diverges most starkly from the parlour game: it doesn’t end when the round ends. Deception must be lived, not performed in bursts. Sleep, meals, and downtime are part of the act.
3. The Environment as Psychological Amplifier
Where Wolf and Villagers relies on imagination, The Traitors relies on design. The production deliberately builds an environment that inflates emotion and distorts judgment. Every element, from architecture to soundtrack, acts as a psychological multiplier.
Isolation and Surveillance
Contestants are cut off from the outside world. No phones, no family, no escape from the castle walls. Deprived of normal feedback loops, their micro-society becomes an echo chamber. In this environment, social feedback, a nod, a sigh, a glance, all takes on exaggerated meaning. A raised eyebrow can spark a spiral of suspicion.
Ritual and Theatre
The cloaked murders and candle-lit banishments are not mere showmanship. Ritual produces gravity. When a player writes a name on parchment and the entire group stares, they experience commitment pressure, the psychological pull to stay consistent with a public decision. Once you accuse someone on camera, it becomes socially expensive to retract. Wolves exploit this perfectly: they let villagers lock themselves into early beliefs and then feed them confirmation.
Scarcity and Urgency
Each “day” ends with irreversible consequences. This mimics the classic scarcity principle in persuasion theory, limited time triggers rash decisions. Under the gun, players simplify complex problems into binary judgments: safe or suspect, faithful or traitor. The same heuristic shortcuts that make humans efficient in crisis also make them manipulable.
Status and Authority
Every task produces heroes and followers. A player who performs well in a mission earns status, and status grants authority in later debates. Wolves can piggyback on this halo effect by aligning with successful players, or by becoming one through visible competence. It’s subtle, elegant manipulation, achieved simply by understanding how admiration mutates into trust.
4. The Science of Suspicion: Biases on Display
Psychologists could not design a better case study in real-world bias if they tried. The Traitorsturns human cognitive flaws into the very material of drama.
Confirmation Bias
Once a contestant forms a theory, every gesture and tone shift becomes evidence. The show’s editing intensifies this, presenting fragments that seem to confirm dominant narratives. Viewers at home become biased observers too, choosing favourites and villains long before the facts justify it. In that sense, The Traitors is a mirror for all of us: we prefer coherent stories to messy uncertainty.
Groupthink
When the Round Table reaches a tipping point, dissent collapses. Players agree simply to belong. In psychological terms, this is conformity pressure at its peak. Villagers banish their own allies not because of evidence, but because social harmony feels safer than being the lone sceptic.
Fundamental Attribution Error
Contestants often confuse nerves for deceit. A trembling hand or misplaced word, normal signs of stress, are read as guilt. In a high-adrenaline environment, context evaporates; behaviour becomes moralised. The viewer sees this too, shouting at the screen as innocent players are sacrificed to optics.
The Halo and Horns Effect
Attractive, articulate, or humorous contestants get the benefit of the doubt; awkward or anxious ones are scrutinised. This bias, magnified by television’s visual medium, reminds us how fragile “trust” is when filtered through aesthetics.
5. The Traitors as Social Engineering Experiment
Beyond entertainment, The Traitors functions as a practical demonstration of social engineering, the manipulation of people through psychology rather than technology.
Each Traitor must deploy a classic toolset familiar to security professionals and con artists alike:
- Pretexting: constructing a plausible story about motives, alliances, or events (“I was with you on the mission; you know I couldn’t have done it.”).
- Reciprocity: giving small favours or emotional support to earn loyalty.
- Authority: speaking with calm certainty so others defer to your reasoning.
- Social proof: aligning with the majority view just before voting, making it appear that “everyone” agrees.
- Liking: building rapport, smiles, shared jokes, mirroring body language, to disarm scrutiny.
Meanwhile, the Faithful (villagers) are forced to adopt countermeasures drawn from intelligence tradecraft: verification, pattern analysis, and controlled scepticism. Few manage it under pressure.
The genius of the show is that it doesn’t need to teach psychology, it embodies it. Viewers absorb lessons about manipulation through empathy, not lectures.
6. The Emotional Toll: Living Inside a Lie
Unlike a one-hour parlour game, The Traitors stretches over weeks. The psychological fatigue is profound.
Traitors must maintain parallel realities: the truth they know, and the false narrative they perform. Cognitive dissonance builds. Some confess in interviews that guilt becomes physical loss of sleep, trembling, nausea. The longer they sustain the lie, the more their acting self diverges from their authentic one.
Faithful contestants face a different torment: the erosion of trust. Genuine friendships form under duress, then shatter in betrayal. When a newly banished player is revealed to have been Faithful, the remaining group experiences collective shame. That moral injury becomes exploitable: Traitors console them, reposition themselves as allies, and reset suspicion cycles.
The camera captures what psychologists call identity diffusion, when social roles become so consuming that the underlying self blurs. By the final episodes, few contestants fully remember who they were before the game began.
7. Editing as Emotional Architecture
Viewers sometimes forget that The Traitors is not merely observed reality; it is constructed reality. Every camera angle, pause, and music cue is part of a deliberate process of influence, an editorial form of social engineering that mirrors the manipulation happening within the game itself.
The producers curate information selectively, deciding what the audience knows, when they know it, and how they should feel about it. Just as the Traitors frame narratives to control perception among the Faithful, editors frame narratives to steer audience emotion, suspicion, and allegiance. By withholding certain reactions or replaying specific glances, the show creates psychological anchors that guide viewers toward particular conclusions.
- Framing: The first edit of an episode establishes who we “should” trust. Later reversals create cognitive whiplash, the same mechanism the players feel.
- Anchoring: Repetition of particular glances or sound cues primes viewers to interpret innocence or guilt.
- Selective exposure: Moments of doubt from Traitors are shown more than from Faithful, heightening drama.
The result is a meta-level experiment: the audience becomes an extended player base, manipulated by the same tools the contestants wield against each other. The “castle” expands to include the living rooms of millions.
8. The Role of Ritual: Why It Feels Medieval, And Why That Works
The BBC’s aesthetic choices are not arbitrary. The castle, the cloaks, the ceremony, all recall medieval trials by faith and accusation. These evoke deep-seated archetypes: good versus evil, loyalty versus treachery, community versus corruption.
Psychologically, ritual anchors emotion. It transforms mundane decisions into moral acts. Writing a name becomes equivalent to issuing judgment. This seriousness inflates stakes and sharpens behaviours. Small slights feel like betrayal; alliances feel sacred. In such a charged atmosphere, even mild personality traits balloon into defining features.
- The quiet thinker becomes “cold.”
- The confident speaker becomes “domineering.”
- Emotion trumps logic
- The empathetic helper becomes “too emotional.”
Ritual is the lens that magnifies human nature until it becomes television.
9. Why We Watch: The Audience as Participant
If The Traitors were simply about money, it wouldn’t work. We watch because it reflects our social anxieties: the fear of being misjudged, of trusting the wrong person, of being the only one to see the truth. The show succeeds precisely because it transforms familiar office politics, friendship dynamics, and moral compromises into an operatic form.
When we shout at the screen “Can’t you see he’s lying?”, we’re really rehearsing our own daily judgments. The show gives us a safe arena to explore manipulation without consequence. It’s Wolf and Villagers turned into emotional anthropology.
10. Lessons Beyond the Castle
In intelligence, crisis management, and business leadership, professionals study how pressure reshapes perception. The Traitors illustrates those dynamics vividly:
- Trust is transferable: Once granted, it infects unrelated judgments, hence why charisma outperforms data.
- Visibility changes incentives: Public votes breed conformity; private reflection breeds accuracy
- Emotion trumps logic: Under time pressure, people choose coherence over complexity.
- Trust is transferable.: Once granted, it infects unrelated judgments, hence why charisma outperforms data
These are not lessons confined to entertainment. They’re the same patterns exploited in fraud, politics, and information warfare. The Traitors succeeds because it dramatizes truths that already govern us.
11. The Traitors vs. Wolves: The Evolution of a Game
Comparing The Traitors to its ancestor reveals a fascinating evolution:
Element | Wolf & Villagers | BBC’s The Traitors |
---|---|---|
Setting | Imagined village | Real castle, cinematic design |
Duration | One hour | Multi-week immersion |
Stakes | Pride, fun | £120,000 and reputation |
Information | Simple binary roles | Layered missions, shields, and rituals |
Psychology | Light suspicion | Sustained paranoia and guilt |
Outcome | Logical deduction | Emotional endurance |
The BBC didn’t just adapt a game, it weaponised it. By embedding it in reality television, they created an environment where every human quirk becomes plot. What was once a test of logic became a test of identity.
12. The Human Cost, and the Human Revelation
When the final masks drop and the Traitors are exposed, the catharsis feels Shakespearean. Viewers cheer, cry, and argue online for days. But what remains most haunting is how predictably human it all was. The betrayals didn’t require genius, just an understanding of ordinary psychology under extraordinary stress.
Every season reminds us that deception isn’t foreign; it’s latent. The castle merely gives it permission. And the Faithful’s heartbreak reminds us how fragile our trust networks are when incentives change.
Yet there’s redemption too. Amid suspicion, genuine friendships still form, empathy resurfaces, and some Traitors crumble under the weight of their lies. Humanity, even distorted, persists.

13. Why Celebrity Traitors Works So Well: The Psychology of Fame and Bias
Celebrity Traitors amplifies the psychological mechanics of the original series by layering fame and public perception onto the game’s social engineering core.
Viewers and contestants alike are predisposed to halo bias, the tendency to assume that likeable, attractive, or successful people are also trustworthy. When a beloved actor or comedian becomes a Traitor, the audience experiences the same emotional manipulation that defines real-world deception: trust built on familiarity rather than evidence.
The show exploits our instinct to read charisma as honesty and confidence as competence, while Traitors weaponise that bias from within. Celebrities, trained in performance and persona management, make ideal social engineers, capable of mirroring emotions, controlling tone, and projecting sincerity even while lying.
The result: a perfect psychological storm, the public’s parasocial trust colliding with players’ performative deception. Celebrity Traitors doesn’t just entertain; it demonstrates how easily reputation, charm, and social status can override logic, a masterclass in how bias and manipulation shape human judgment.
14. Conclusion: The Traitors as a Mirror for Ourselves
The Traitors works because it’s not really about villains and heroes. It’s about us, our biases, our instincts, our desperate need for belonging. The show is a live demonstration of the principles that underpin social engineering: build trust, exploit emotion, and control the frame. But it’s also a study in resilience, courage, and self-awareness.
Wolf and Villagers provided the skeleton; the BBC supplied the bloodstream. The result is something greater than a game: a portrait of human behaviour under siege.
Under the castle’s flickering candlelight, every smile becomes suspect, every silence meaningful, every friendship transactional. It’s a stage where personality traits don’t just appear, they inflate, consuming the players until the mask and the face are indistinguishable.
And that, perhaps, is the final twist of The Traitors: the greatest deception isn’t the lie told to others, but the one each player must tell themselves, that it’s only a game.