Players: 3-5
Imposters: 1
Keeps the vote decisive and tension high.
One phone, 3-20 players. Private reveals, one-word clues, short discussion, and a decisive vote. This guide is the full hub: rules, good vs bad clues, examples, variations, and troubleshooting.
Players: 3-5
Imposters: 1
Keeps the vote decisive and tension high.
Players: 6-8
Imposters: 1-2
Add a second imposter if clues feel too easy.
Players: 9-12
Imposters: 2
Prevents instant solves and keeps discussion lively.
Players: 13-20
Imposters: 2 + timer
Use two imposters and 30s clues to control pacing.
Private reveal
Pass the phone; each player taps Show my word to see crew or imposter.
Clue loop
Everyone gives one-word clues in order. Imposters mimic tone and length.
Short discussion
15-45 seconds of debate to spot odd clues.
Vote
Point and vote together. Break ties with a quick re-vote.
Reveal
Show the word. Imposter wins if not caught (or if they guess the word).
Next round
Rotate start player; swap categories to keep words fresh.
Pass & play diagram
Think specific but not obvious. Ban the giveaways below.
| Word | Good clue | Bad clue |
|---|---|---|
| Airport | boarding | plane |
| Pizza | melted | cheese |
| Giraffe | spots | long-neck |
| Algorithm | steps | math formula |
Six to eight sample clues per word so you can hear the right level of specificity.
Easy
Pizza
Medium
Airport
Hard
Algorithm
Mix these in to fit kids, classrooms, or fast party play.
Kids mode
Allow 2-3 word clues for younger players.
Speed round
10 seconds per clue; skip discussion before voting.
No discussion
Immediate vote after clues to keep tension high.
Multiple imposters
Run 2 imposters in groups of 8+ to avoid auto-solves.
Scoring
Crew +1 for catching an imposter; imposters +1 if they survive or guess the word.
Someone says the word
Give imposters the point and move to the next round.
Tie votes
Re-vote between the tied players; if still tied, host decides.
Imposter guesses too early
Only allow a guess after the vote is locked.
Clues get too obvious
Swap categories or enforce the banned clue list.
Round drags on
Use a 30-45 second timer for discussion.
1 for 3-7 players, 2 for 8-20 players, with a timer if the group is large.
Yes. House rule: allow two words in Kids mode for clarity.
Yes. Pass the phone for private reveals, then keep it face down during clues.
Most rounds take 3-5 minutes. Use a short timer for discussion to keep things snappy.
If the imposter survives the vote, they win instantly by guessing the word.
Yes. Choose kid-safe categories or make your own house rules.
Yes, but avoid spelling or initials. Use descriptive clues instead.
Switch categories between rounds. The generator rotates through your picks.
Use any phone timer: 10 seconds per clue, 30-45 seconds for discussion.
The generator randomizes roles each round. You can also manually set imposters for variety.
Yes. Host shares the word privately with crew, then runs clues and voting over voice or video.
Anything that spells, defines, or rhymes with the word. See the Good vs Bad table below.
3-20 players. Use more imposters as player count rises.
No. In No Discussion mode, vote right after clues for a faster game.
Re-vote on the tied players only; if still tied, the host breaks it.
You need a connection to load the page the first time. After it loads, you can pass the phone locally; staying online helps for updates and ads.
Yes. Use kid-friendly categories, enforce the banned clue list, and run short timers.
Prefer not. If someone is stuck, allow a 3-second think timer, then move on.
Crew scores +1 for catching any imposter; imposters score +1 if any survive or guess the word.
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