Normal players
Normal players should give useful clues without saying the secret word directly. Specific but indirect clues make the vote more interesting.
Rules
Use these simple rules to run an imposter word game with private cards, short descriptions, discussion, voting, and a final reveal.
Generate a roundNormal players should give useful clues without saying the secret word directly. Specific but indirect clues make the vote more interesting.
Imposters listen for patterns, copy safe details, and avoid overexplaining. In clue mode, they can use the related hint as cover.
Vote after every player has spoken at least once. Let players explain their suspicion before the final reveal.
Groups can decide whether the imposter wins by surviving the vote, guessing the word, or both.
Classic mode gives imposters no exact word and no hint. It creates the sharpest deduction game, but it works best when players already know the flow and are comfortable bluffing.
Clue mode gives imposters a related word. This is better for kids, classrooms, and first-time groups because the imposter can still contribute a real sentence instead of freezing.
Open the generator, choose players and a word category, then reveal private cards.
Open generatorFAQ
Most players receive the same secret word. One or more imposters do not know the exact word. Players describe the word, discuss suspicious answers, vote, and then reveal the imposter.
Yes. The imposter wins if they avoid being voted out, convince the group to vote for a normal player, or correctly guess the secret word under your house rules.
Use one imposter for 3-6 players. Try two imposters with 7 or more players. Three or four imposters are only for large groups that want a chaotic party round.
No. A player should describe the word without saying it directly. If someone says the exact word, restart the round or count it as a mistake depending on your group rules.