Trouble in Terrorist Town (TTT) is a social deduction game that revolves around a group of Terrorists (the players) who have traitors among them (referred to as “the traitors”). The traitors’ goal is to eliminate all Terrorists who are not traitors. The loyal, innocent terrorists (usually just called “innocent”) must of course prevent themselves from being murdered. However, the innocents do not know who is a traitor, and who is innocent.
The traitors are randomly selected at the start of the round from the group of active players. The number of traitors is a server-defined percentage of the total playercount. There is always at least one traitor. When the round starts, the players who were selected as traitors are notified and the game begins.
In order to beat the larger numbers of innocent players, traitors must use the fact that their identity is not (yet) known, and how they do so is up to them. Traitors can access a “store” of helpful special equipment that they can purchase using credits earned by killing innocents.
If the number of players is large enough, the game will name a few innocent players as detectives, and supply them with special equipment similar to that of the traitors. Additionally, whenever a detective searches a body, the results will be available to all players. Other innocent players should protect the detectives to maximize their advantages. Traitors will look to take out the detectives, because killing one gives a traitor more credits to buy equipment.
The traitors win when all innocent players are dead. The innocent win when all traitors are dead, or the time limit is reached with at least one innocent player alive.
When someone dies, you will not see it immediately on the scoreboard or in a death notice. Instead, someone must find the body and search it to identify it. Once a dead player’s body has been identified, they will no longer show as living Terrorist on the scoreboard, but will be shown as “Confirmed Dead”.
Searching a body also shows some information about how the player died, which can be used as clues to figure out who killed them. A detective searching a body shares this information with everyone (via the scoreboard).
Dead players and other spectators can also see players on the scoreboard who are “Missing In Action”, meaning they are dead but their body has not been identified yet. Note that innocent players do not have this information.
Each round has three phases: preparing, active, and complete.
In the preparation phase, all players spawn and can start gathering weapons, exploring the map and getting into position.
When the round starts, the traitors are selected and notified. The round timer starts ticking down and the traitors have to start eliminating innocents. Usually “Haste Mode” is enabled, which means that the time limit starts out on the shorter side, but every death increases it to give the traitors more time.
As soon as either party has won, a victory screen is shown and the round complete phase starts. In this short phase everyone gets a chance to look through the victory screen. When the time is up, a new round starts with a new preparation phase.
As a spectator, you cannot communicate with the living players while the round is active. This prevents spectators from revealing the traitors, and other game-spoiling information. If you are a spectator, only other spectators will hear your voice chat. You can text chat with fellow spectators by using the team chat key.
As a living player, everyone will hear your voice chat. If you are a traitor, you can use the Sprint key to send your voice chat only to other traitors.
As innocent, while it’s your goal to eliminate all of the Traitors, killing people at random is not permitted. You must have a probable cause to kill them.
Do not abuse traitor mobility, props or items to go out of bounds, as doing so undermines the round for everyone. These exploits are unfair to both traitors and innocents, and are not within the spirit of the game.