
A castle. A game. Nobody is who they seem.
Somewhere in your group are Imposters. The rest are The Loyal. Nobody knows who is who — except the Imposters themselves.
Over the course of the day your group will compete across four challenge zones, build alliances, read the room, and vote to banish the people they believe cannot be trusted. The Imposters will meet in secret, choose their targets, and do everything they can to survive until The Reckoning.
One day. One night. Anywhere in the UK. Find the Imposters — or let them win.
The Imposters comes to you.
YOUR VENUE
Already have a venue in mind? We bring The Imposters to you. Castle, country house, estate, or outdoor site — if the space works, we make it work.
WE SOURCE THE VENUE
No venue? No problem. We work with a range of castles, country houses, and outdoor estates across the UK. We handle the search, the brief, and the logistics.
FEATURED VENUE
Hedingham Castle, Essex. One of England's best-preserved Norman keeps. Our flagship example. See below.
Groups of 16 to 30. Day and evening or full residential. Pricing on enquiry.

Hedingham Castle, Essex.
Built in 1140, Hedingham Castle is one of the best-preserved Norman keeps in England. The Great Hall, the grounds, the towers, the courtyard — every part of the castle becomes part of the experience.
We run The Imposters here as our flagship event. It is the environment this experience was built for.
Accommodation at Hedingham is limited and subject to availability. We recommend enquiring early. Alternatively, we can source nearby accommodation to complement a Hedingham day-and-evening event.
Hedingham Castle is one of several venues we work with. Enquire to discuss options.
How The Imposters works.
Secretly assigned at the start. You know who your fellow Imposters are — nobody else does. After every challenge zone, you meet in secret and submit a name to the facilitator. That person is vanished. Your objective: stay hidden until The Reckoning.
You know nothing. You trust nobody — and yet you must work with everyone. After every murder is announced, the whole group convenes at the Roundtable and votes to banish one person they believe is a Imposter. Your objective: find them before it's too late.
Four shields. Hidden. In play from the start.
After each challenge zone, one shield is awarded in secret to the standout performer — decided by the facilitator. Nobody else knows who holds one or how many remain in play.
A shield protects against anything — vanishment or banishment. If you are targeted, you play your card. You survive. The group sees it happen. The paranoia deepens.
Four zones. Four shields. Use yours wisely.

Four zones. Built to test every part of your team.
Each zone is a standalone challenge. Together they build the prize. Every round ends with a vanishment and banishment.
Eliminated. Not excluded.
When you are vanished or banished you become a Ghost. You stay. You eat at the banquet. You continue the activities. You watch.
You cannot vote. You cannot be targeted. But you observe everything — and at The Reckoning, you speak first.


The Reckoning.
After dinner, the group gathers. The day's vanished are accounted for. The Roundtable convenes one final time. Then the identities are revealed.
Imposters stand. The Loyal find out who they trusted and who played them. Ghosts give their testimony. The facilitator leads the debrief — what did you notice, what did you miss, and what does that tell you about how you lead under pressure.
This is where the game ends. And where the real conversation begins.
Everything you need. Nothing you don't.
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Full day facilitation by Be Fearsome
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Role cards — Imposters and Loyal assignments
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Shield cards — four per event, awarded in secret
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Four challenge zones with all equipment provided
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Vanishment and Roundtable facilitation throughout the day
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Banquet dinner (venue dependent — full residential option)
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The Reckoning — final reveal debrief
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Overnight accommodation (full residential option, subject to venue)
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Morning debrief and breakfast (full residential option)
All activities facilitated by Be Fearsome. Minimum group size 16. Maximum 30.
Full Residential
Arrive the morning of event day. Full day of challenge zones. Banquet dinner. The Reckoning. Overnight stay. Informal debrief over breakfast. Depart mid-morning.
Day & Evening
Arrive morning. Full day of challenge zones. Dinner. The Reckoning. Depart same evening. No overnight stay required.
Day
Arrive the morning of event day. Full day of challenge zones. The Reckoning. Leave late afternoon
Pricing available on enquiry. Both options include full facilitation and all game materials.
What are you playing for?
Every challenge zone builds the prize pot. Choose what your team plays for.
Pricing available on enquiry. Both options include full facilitation and all game materials.
The Reckoning runs anywhere the setting earns it.
Residential and day-and-evening options available at all venues, subject to facilities.

