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The Spy

One of you is the spy who doesn't know the location. Find them before they figure it out!

4–10 Players

How to Play

Roles

One player is the spy. Everyone else knows the secret location.

Questions

Players take turns asking each other questions to find the spy. The spy must pretend to know the location.

Voting

Any player can call a vote at any time to accuse someone of being the spy.

Spy Guess

If the spy is caught, they get one chance to guess the location. If correct, the spy still wins!

Goal

Non-spies: Find the spy! Spy: Guess the location or stay hidden!

Strategy & tips

As a non-spy, avoid questions that give the location away. Asking whether it is warm at the beach helps the spy more than the group. Good questions can only be answered sensibly by someone who knows the place, without naming it.

As the spy, answer questions with questions and general impressions. Committing to a detail can expose you. Saying it seems louder than usual sounds involved while claiming nothing checkable.

Watch who asks whom. The spy often questions whoever last gave the most away, looking for a foothold. Conspicuously questioning the person who nearly named the location makes you a suspect.

Variants

Two spies

Larger groups get two spies who do not know each other. Considerably more chaotic.

With roles

Everyone receives a role alongside the location. Questions get more specific and the spy has a harder time.

No time limit

Play continues until someone calls a vote. Rounds run longer and questions get deeper.

How it works

1. Create a game

Click "Create Game" and receive a 6-digit code.

2. Share the code

Share the code with your friends – via WhatsApp, Telegram, or just tell them.

3. Play instantly

Your friends enter the code and you start playing immediately. No login required!

Origin

The game was published in 2014 by the Russian designer Alexandr Ushan and spread largely because it needs no moderator and can be explained and played in ten minutes.

It belongs to the social deduction family but differs in one respect: the spy does not lose by being unmasked, only by failing to guess the location. That makes accusation risky for both sides.

Frequently asked questions

How many players do I need?

Four to ten. It gets markedly better from six upwards, because more questions circulate.

What happens if the spy is unmasked?

They get one last chance to guess the location. If they succeed, they win anyway.

Can I just say the location out loud?

No — nobody may. The craft lies in showing knowledge of the place without naming it.

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