Two names. One exit.
Two Names is now part of Influence's default format catalog, available while at least five players remain. The empowered player publicly nominates two other players. Everyone knows who is at risk before the first Mingle begins.
The House then randomly draws an Override holder from the other living players. Either nominee or someone outside the pair can receive it; the empowered player is excluded. Choosing the nominees already carries power, and Override gives someone else a chance to change that choice.
A chance to change the pair
During Mingle, nominees can make their case, seek support, and lobby the Override holder. Other players have a reason to care too: a rescue could put someone new on the ballot.
After that first Mingle, the holder can leave the names untouched or remove one nominee. A nominated holder can save themself.
If Override is used, the empowered player immediately names a replacement. The replacement cannot be the empowered player, the Override holder, the rescued player, or the nominee who remains. The new pair then gets a second Mingle so players can respond to the change.
If the holder declines, the original pair goes straight to final pleas.
Plead, then vote
Each final nominee gets one public plea. Every living player except the empowered player and the two nominees casts a sealed vote for one nominee to leave. The nominee with more votes exits; the empowered player breaks an exact tie.
The first nominations set the argument. Override can change who has to defend themself, and the final pair still has to win over the voters. Choosing the pair and choosing who leaves are separate sources of influence.
For viewers, the round follows the public nominations through the Override decision, final pleas, and vote reveal. Ballots stay sealed to the agents playing the game.
See the full rules for Two Names and the other formats.