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Hedingham Castle exterior, dusk, dramatic sky, atmospheric.
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Nobody is who they seem

Hidden agendas. Shifting alliances.

THE EXPERIENCE

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.

Day and evening or full residential. Pricing on enquiry.

Hedingham Castle exterior, daytime.

FEATURED VENUE

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.

THE GAME

How The Imposters works.

The Imposters

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.

The Loyal

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 an Imposter. Your objective: find them before it's too late.

THE SHIELDS

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.

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THE CHALLENGE ZONES

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.

castle courtyard, archery targets, axes, crossbow. Atmospheric_

THE ARMOURY

Archery. Axe throwing. Crossbow. Air rifles. Precision and nerve under pressure.

open countryside or castle grounds, map and compass in foreground, atmospheric light_

THE PURSUIT

Navigate the grounds. Collect the points. Every decision is yours alone.

outdoor challenge scene, rope or equipment in frame, tension implied_

THE MISSION

Bomb disposal. Toxic waste extraction. Rescue under pressure. No margin for error.

construction challenge materials, bamboo, rope, blocks. Purposeful and physical_

THE FORGE

Build under pressure. Limited resources. Collective problem solving against the clock.

THE GHOSTS

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.

atmospheric castle interior, long corridor or staircase, single silhouetted figure, dramat
Hedingham Castle Great Hall interior, long banquet table, candelabras, stone walls, dramat

THE FINAL ACT

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.

WHAT'S INCLUDED

Everything you need. Nothing you don't.

  • Full day facilitation by Be Fearsome

  • Role cards — Imposters and Loyal assignments

  • Shield cards — four per event, awarded in secret

  • Four challenge zones with all equipment provided

  • Vanishment and Roundtable facilitation throughout the day

  • Banquet dinner (venue dependent — full residential option)

  • The Reckoning — final reveal debrief

  • Overnight accommodation (full residential option, subject to venue)

  • Morning debrief and breakfast (full residential option)

All activities facilitated by Be Fearsome.

THREE OPTIONS

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. All options include full facilitation and all game materials.

THE STAKES

What are you playing for?

Every challenge zone builds the prize pot. Choose what your team plays for.

CHARITY DONATION

Every completed challenge adds to a pot. Faithfuls win — full amount goes to your chosen charity. Traitors win — they choose where it goes.

THE RECKONING TROPHY

A physical Be Fearsome trophy. The winning side takes it. Your company displays it. Simple.

TEAM FUND

The pot goes into a team social fund. The winning side decides how it's spent. People play harder when the reward is real.

Pricing available on enquiry. Both options include full facilitation and all game materials.

YOUR VENUE OR OURS

The Reckoning runs anywhere the setting earns it.

CASTLES AND KEEPS

Hedingham Castle is our flagship. We also work with other castle and historic venue partners across the UK. Ask us what's available.

COUNTRY HOUSES AND ESTATES

A country house with grounds gives you everything The Reckoning needs — space for the zones, a room for the Roundtable, and somewhere worthy of the banquet.

YOUR VENUE

Already have a site in mind? Send us the details. If it works, we make it work. We've run challenges in more unlikely places than you'd expect.

Residential and day-and-evening options available at all venues, subject to facilities.

Ready to find out who you can trust?

The Imposters is available across the UK. Bring us to your venue or let us find one. Groups of 8 to 200. Enquire to check availability and discuss options.

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