How many people do you need to play Imposter Game?
Four is a practical minimum. Five to eight players usually creates the best balance between useful clues and uncertainty.
遊び方
ゲームの概要、選ぶべきモード、進行の流れを説明したいときに使うページです。
Imposter Game is a social deduction word game. Most players receive the same civilian word, while one or more imposters receive a related word or no word. Everyone gives clues, listens for small differences, and votes for the player who seems out of place.
Choose Pass & Play when everyone can share one phone, or Room Mode when players have separate devices. Four players is a practical minimum, while five to eight creates more uncertainty. For a first game, use one imposter and a broad category such as food, animals, places, or everyday objects.
In Pass & Play, hand the phone around and let each person reveal and hide their role before passing it on. In Room Mode, each player opens the room on their own device. Nobody should read a word aloud or react in a way that gives the role away.
Choose a starting player and move in one direction. Each person gives one short clue connected to their word without saying the word, spelling it, translating it, or using an obvious part of it. Specific clues prove knowledge but can expose the answer; vague clues protect the word but look suspicious.
After everyone has spoken, open a short discussion. Players can compare clues and ask why someone chose a particular word, but they should not force a second full clue round. Keep this phase to about one minute so uncertainty comes from deduction rather than endless explanation.
Every active player chooses the person they suspect. Use a simultaneous show of hands in person or anonymous voting in Room Mode. If the vote is tied, allow one short defense from each tied player and vote again. Do not reveal the secret words until the vote is final.
Reveal the roles after the final vote. Civilians win when they identify the imposter under the selected rules. If your format gives the caught imposter a final word guess, let that player guess before awarding the win. Rotate the starting player and choose a new pair before the next round.
Suppose four civilians receive Passport and one imposter receives Visa. Players might say document, border, stamp, permission, and expiration. Every clue sounds plausible, but permission leans toward Visa. The group must compare the clues without saying either secret word, then vote on who understood a slightly different idea.
Common questions
Quick answers about group size, imposter roles, clue order, and round length.
Four is a practical minimum. Five to eight players usually creates the best balance between useful clues and uncertainty.
That depends on the selected format. The imposter can receive a related word or a blank role with no word at all.
Choose randomly for the first round, then rotate the starting player so the same person does not always face the hardest opening clue.
Most rounds take three to seven minutes. Use one opening clue per player and keep the discussion short to maintain pace.