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Hidden roles, at a party

How to play the Imposter word game

Everyone at the table gets the same secret word except one person, who gets nothing. Each player says one word that fits, the group votes on who was bluffing, and the imposter tries to work out the word before anyone notices they don't know it. It takes a minute to learn and ten minutes a round, and it works with three people or twenty.

The game in one paragraph

Most players are given the secret word — beach, say. One player is the imposter and is only told that they are the imposter. Going round the circle, everyone says one word connected to the secret word: sand, towel, waves. The imposter has to say something believable without knowing what everyone is talking about. After a round or two of clues, everyone votes. If the group catches the imposter, the imposter gets one guess at the word; a right guess still wins it for them.

It goes by plenty of names — Imposter, Odd One Out, the word game with a spy in it — and groups play it in every language. The rules below are the common core; settle the house rules before the first round.

What you need

How many imposters?

One is the classic game. In a big group one imposter gets lost in the crowd, so add more as the group grows. These are the counts the Imposter preset deals until you change them:

PlayersImpostersWith the word
3–912–8
10–1528–13
16+3the rest

With two or more imposters, decide first whether they know about each other. Not knowing is harder and funnier.

Dealing the cards

With the role dealer, choose the Imposter preset and name the two cards: type the secret word in Everyone else gets (“The word is BEACH”) and “You're the imposter” in The odd one out gets. Share the link; each player types their name and reads their card on their own phone.

If the person dealing is also playing, don't open the reveal link on the organiser page — it shows every card. The deal is random, so the organiser is as likely to be the imposter as anyone.

A round, step by step

  1. Everyone reads their card and puts the phone face down.
  2. Clues. Pick someone to start and go round once. Each player says one word linked to the secret word. Too obvious helps the imposter; too obscure makes you look like one.
  3. Second lap (optional). Another round of clues if nobody is sure yet. In small groups one lap is usually enough.
  4. Discuss. A minute or two of accusations and defences.
  5. Vote. On a count of three, everyone points at one person. Most votes is out. On a tie, the tied players each get one more word and you vote again.
  6. The guess. If the person voted out is the imposter, they get one guess at the secret word. Right, and the imposter wins. Wrong, and everyone else does. If the group voted out someone with the word, the imposter wins outright.

The next round

For a new word, open the organiser page, change the word in the role list, and press Save and re-deal. Everyone keeps the same link and their page switches to the new card, so nobody types their name again. To keep the word and just move the imposter, use Next round.

Variants

FAQ

How many players do you need for the Imposter game?

Three at the least. It is best with five to ten; past ten, add a second imposter.

Can the imposter still win if they are caught?

Yes, in most house rules. A caught imposter gets one guess at the secret word, and a right guess wins.

What words work best?

Concrete, well-known nouns: places, foods, animals, jobs, famous films. Avoid words with only one obvious clue, or the first player gives it away.

Can everyone play, including whoever sets it up?

Yes. The cards are dealt at random and nobody sees anyone else's, including the person who made the game, as long as they don't open the reveal link.

Deal the cards

Open the role dealer with the Imposter preset, set your number of players, type the secret word as everyone's card, and share the link. It is free and nobody needs to sign up. For the bigger cousins of this game, see the Werewolf rules and The Traitors at home.