
Empowering the future, one adventure at a time.

Operation: Trust No One
A social deduction challenge of secrets, sabotage, and suspicion.
Recommended for:
Guides
Rangers
Estimated Time:
60
Minutes
Materials:
Extra Resources Required
Celebration:
International Spy Day
Activity Description
Operation: Trust No One is an immersive, hall-wide challenge where players must complete missions, solve puzzles, and gather Intel, all while hidden Imposters work undercover to sabotage the operation. Using secret roles, physical and logic-based tasks, this activity blends teamwork, communication, problem-solving, and decision-making in a fast-paced and highly replayable format. With a central HQ system and independent tasks, leaders can run the entire session from one place while the chaos unfolds around them.
How to Play
1. Mission briefing - Before the meeting, set up the task stations around the hall. When the girls arrive, introduce the scenario and read aloud the mission briefing using the hacked-screen intro to set the scene.
2. Roles Assigned - Players are secretly given their roles — Faithful, Imposter, or a special role such as Detective, Medic, or Noisemaker. All player should receive two clothes pegs, representing their lives.
3. Complete Tasks - Players move freely around the hall completing hidden tasks. Each successfully completed task earns Intel Time, which is used during Emergency Meetings to discuss and vote.
4. Sabotage & Eliminations - Imposters can eliminate players by secretly removing their pegs when unobserved. Each player has two lives before they are eliminated. Imposters may also sabotage tasks by visiting HQ, temporarily removing a task from play for 2 minutes.
5. HQ Lockdown - When a player is eliminated (both pegs removed), they must leave their task incomplete and silently return to HQ. If an undiscovered body is present in HQ, the system enters lockdown, no tasks can be completed until an Emergency Meeting is held.
6. Emergency Meetings - It is the responsibility of the Noisemaker to monitor HQ for eliminations and gather players to request an Emergency Meeting. This can be done quietly by collecting players or, if appropriate for your venue, by using a whistle. During an Emergency Meeting, players use their accumulated Intel Time to discuss events, share suspicions, make accusations, and vote to eject a suspected Imposter. If a player is chosen, they are eliminated from the game and their identity is revealed.
7. Winning the Game - Faithfuls win by completing all tasks or ejecting all imposters. Imposters win if they equal the number of faithful remaining (1 imposter: 1 faithful, 2 imposter:2 faithful etc.)
Looking for programme ideas?
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Secret Octopus (UMA 60)
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Keeping the Adventure Alive
At Hummingbird HQ, the goal is to keep resources free, accessible and available to leaders nationwide after a challenging period for my own unit, when rising costs and uncertainty around meeting spaces made it clear how fragile access to guiding activities can be. That experience shaped a commitment to sharing resources openly so that more leaders can be supported without added cost or barriers. Every donation, big or small, helps keep Hummingbird HQ running and enables the creation and sharing of new, free resources with leaders everywhere.
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