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Group Games

Social Deduction games

Playful hidden-role and clue games for adult groups: fake artist lines, word imposters, quest votes, cooperative clue rounds, and kind reveals.

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All Social Deduction games (32)

Social Deduction Twists (30)

Optional one-rule scoring twists for a game your group already plays.

Anonymous Final Vote · Social Deduction

Lock final accusations privately and reveal totals without naming voters.

  • Lock final accusations privately and reveal totals without naming voters.
  • Use Word Imposter Circle. Selected rule for this version: Replace the base’s ballot reveal with a private count by the nonplaying host. Players submit one other name or PASS; the host announces only totals and whether a strict majority of valid named ballots caught the imposter. Keep individual ballots out of view and destroy/recycle them after checked scoring; do not promise anonymity against handwriting recognition. Base role-win points stay unchanged. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Word Imposter Circle. Setup: Use paper slips, pencils, a timer and a visible score sheet. Choose a nonplaying host who prepares and checks the hidden material; include that host in the 5–12-person gathering. Never use personal secrets or real accusations as game evidence. This is a paper house game. For each active player prepare one folded slip: one says IMPOSTER and every other slip has the same neutral object word. Shuffle and deal secretly; the host records who receives which slip. For a ready prompt pool use umbrella, bicycle, kettle, ladder, suitcase, lighthouse, cactus, telescope, sandwich, fountain, notebook and hammock. Put only the chosen word on the matching slips; the host keeps unused words out of view. Before dealing choose blank mode above, or decoy mode: replace the imposter’s slip with a related word labeled IMPOSTER, for example bicycle versus scooter. Everyone knows which information mode is in use. Play: Go clockwise twice; each player offers one short clue about the word, without saying it, spelling it or giving its initial. Give each willing speaker up to ten seconds, and allow a pass. The imposter blends in from the clues. After both passes, give everyone one ten-second final statement. Each active player then secretly writes one other player’s name or PASS; reveal all ballots together. A strict majority of valid named ballots must identify the imposter for a group catch. A tie, no majority or no valid ballots is an escape; show the slips only after ballots are locked. Redeal for the next round; nobody is removed mid-round. Anyone may pass on a turn or veto a prompt without explaining. Replace vetoed material neutrally; if it reveals the answer, redeal that unscored round. Safety, comfort and rules questions are always allowed. Revealed players may help time, read public clues or keep scores, but may not leak hidden information. Scoring: If the majority catches the imposter, each non-imposter gets 1 challenge point. Otherwise the imposter gets 1. Passing is not a named ballot. Do not award an accuracy point just for joining the vote. Finish: Post a finite round count before dealing; use three scored rounds if no longer session is chosen. Total each player’s challenge points after those rounds. Highest total wins; tied players share, or all tied players may agree to one fresh short round. A further tie shares; no one must play a tiebreak. Keep the same full willing playing roster and nonplaying host for that extra round or match; only tied contenders’ extra scores decide their placement, while everyone else keeps settled placement. If the original minimum gathering or this card’s complete role structure cannot be met with every tied contender active, share instead. Base option: Use the two timed clue passes and final statement instead of an open-ended argument. Nobody talks over or shouts down another player. Social Deduction uses playful roles such as fake artist, word imposter, and quest mischief. Anyone may pass or veto a prompt. Give each player equal talk time, keep reveals kind, and move revealed players into helper roles. Scores use challenge points. Optional STUD only if pre-agreed before play.
  • Score Anonymous Final Vote · Social Deduction as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Anonymous Final Vote · Social Deduction; stop at the agreed finish condition.
One Question Each · Social Deduction

Offer one question per player before anyone asks a second.

  • Offer one question per player before anyone asks a second.
  • Use Spy Location Bluff. Selected rule for this version: Follow Spy Location Bluff’s two question passes. The host checks every willing name or pass in the first pass before starting the second. Nobody buys another question by interrupting; a declined question does not block the rotation or remove a future turn. Keep the same final vote and role-win points. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Spy Location Bluff. Setup: Use paper slips, pencils, a timer and a visible score sheet. Choose a nonplaying host who prepares and checks the hidden material; include that host in the 5–12-person gathering. Never use personal secrets or real accusations as game evidence. Prepare a visible location list: library, bakery, beach, museum, train station and garden. For each round secretly choose one, give that location to everyone except one player whose slip says SPY, and keep the answer with the host. Play: Run two clockwise passes of questions: each player asks the next player one question that can be answered yes, no or “sometimes” plus one short sentence, such as “Would you normally be quiet here?” Do not say the location or use real personal information. Allow up to ten seconds for question and answer; a pass consumes no future turn. After the second pass, everyone secretly votes for another player or PASS, then show the votes. A strict majority of valid named ballots must identify the spy; tied, no-majority or all-pass votes let the spy escape. The spy does not get an extra location-guess power in this house format. Anyone may pass on a turn or veto a prompt without explaining. Replace vetoed material neutrally; if it reveals the answer, redeal that unscored round. Safety, comfort and rules questions are always allowed. Revealed players may help time, read public clues or keep scores, but may not leak hidden information. Scoring: Each non-spy gets 1 if the group catches the spy; otherwise the spy gets 1. Reveal the location only after scoring the locked vote. Finish: Post a finite round count before dealing; use three scored rounds if no longer session is chosen. Total each player’s challenge points after those rounds. Highest total wins; tied players share, or all tied players may agree to one fresh short round. A further tie shares; no one must play a tiebreak. Keep the same full willing playing roster and nonplaying host for that extra round or match; only tied contenders’ extra scores decide their placement, while everyone else keeps settled placement. If the original minimum gathering or this card’s complete role structure cannot be met with every tied contender active, share instead. Base option: Use real-world, non-dangerous locations. Post the two-pass timer before dealing so “before time ends” has a clear endpoint. Social Deduction uses playful roles such as fake artist, word imposter, and quest mischief. Anyone may pass or veto a prompt. Give each player equal talk time, keep reveals kind, and move revealed players into helper roles. Scores use challenge points. Optional STUD only if pre-agreed before play.
  • Score One Question Each · Social Deduction as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after One Question Each · Social Deduction; stop at the agreed finish condition.
No Elimination Helper Seat · Social Deduction

After reveal, offer timer or clue-reader help without exposing new secrets.

  • After reveal, offer timer or clue-reader help without exposing new secrets.
  • Use Word Imposter Circle. Selected rule for this version: After the base round’s votes and role reveal, offer a revealed player the timer, public clue reader or scorer seat for a later round. That helper does not receive or expose the next hidden word or role mapping and does not add a competing vote. Give them a normal later player seat if they want one. No one is removed mid-round merely for being suspected. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Word Imposter Circle. Setup: Use paper slips, pencils, a timer and a visible score sheet. Choose a nonplaying host who prepares and checks the hidden material; include that host in the 5–12-person gathering. Never use personal secrets or real accusations as game evidence. This is a paper house game. For each active player prepare one folded slip: one says IMPOSTER and every other slip has the same neutral object word. Shuffle and deal secretly; the host records who receives which slip. For a ready prompt pool use umbrella, bicycle, kettle, ladder, suitcase, lighthouse, cactus, telescope, sandwich, fountain, notebook and hammock. Put only the chosen word on the matching slips; the host keeps unused words out of view. Before dealing choose blank mode above, or decoy mode: replace the imposter’s slip with a related word labeled IMPOSTER, for example bicycle versus scooter. Everyone knows which information mode is in use. Play: Go clockwise twice; each player offers one short clue about the word, without saying it, spelling it or giving its initial. Give each willing speaker up to ten seconds, and allow a pass. The imposter blends in from the clues. After both passes, give everyone one ten-second final statement. Each active player then secretly writes one other player’s name or PASS; reveal all ballots together. A strict majority of valid named ballots must identify the imposter for a group catch. A tie, no majority or no valid ballots is an escape; show the slips only after ballots are locked. Redeal for the next round; nobody is removed mid-round. Anyone may pass on a turn or veto a prompt without explaining. Replace vetoed material neutrally; if it reveals the answer, redeal that unscored round. Safety, comfort and rules questions are always allowed. Revealed players may help time, read public clues or keep scores, but may not leak hidden information. Scoring: If the majority catches the imposter, each non-imposter gets 1 challenge point. Otherwise the imposter gets 1. Passing is not a named ballot. Do not award an accuracy point just for joining the vote. Finish: Post a finite round count before dealing; use three scored rounds if no longer session is chosen. Total each player’s challenge points after those rounds. Highest total wins; tied players share, or all tied players may agree to one fresh short round. A further tie shares; no one must play a tiebreak. Keep the same full willing playing roster and nonplaying host for that extra round or match; only tied contenders’ extra scores decide their placement, while everyone else keeps settled placement. If the original minimum gathering or this card’s complete role structure cannot be met with every tied contender active, share instead. Base option: Use the two timed clue passes and final statement instead of an open-ended argument. Nobody talks over or shouts down another player. Social Deduction uses playful roles such as fake artist, word imposter, and quest mischief. Anyone may pass or veto a prompt. Give each player equal talk time, keep reveals kind, and move revealed players into helper roles. Scores use challenge points. Optional STUD only if pre-agreed before play.
  • Score No Elimination Helper Seat · Social Deduction as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after No Elimination Helper Seat · Social Deduction; stop at the agreed finish condition.
Open-Role Teaching Round · Social Deduction

Show all roles in the unscored first round, then redeal hidden roles.

  • Show all roles in the unscored first round, then redeal hidden roles.
  • Use Practice Open Roles. Selected rule for this version: Use Practice Open Roles’ open demonstration with 0 points and a fresh hidden second round. Demonstrate the clue constraints, majority vote and escape case before collecting slips. Only the hidden round scores; open-role knowledge must not carry into its redeal. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Practice Open Roles. Setup: Use paper slips, pencils, a timer and a visible score sheet. Choose a nonplaying host who prepares and checks the hidden material; include that host in the 5–12-person gathering. Never use personal secrets or real accusations as game evidence. This is a paper house game. For each active player prepare one folded slip: one says IMPOSTER and every other slip has the same neutral object word. Shuffle and deal secretly; the host records who receives which slip. For a ready prompt pool use umbrella, bicycle, kettle, ladder, suitcase, lighthouse, cactus, telescope, sandwich, fountain, notebook and hammock. Put only the chosen word on the matching slips; the host keeps unused words out of view. Run one open-role demonstration followed by one hidden scored round, with fresh word and shuffled slips. Play: First show all slips for a teaching demonstration. Use this same complete sequence in both rounds: go clockwise twice, offering one ten-second clue per player without saying the target, spelling it or giving its initial; the blank imposter blends in from what they hear. Then give everyone one ten-second final statement and a simultaneous secret vote for one other player or PASS. A strict majority of valid named ballots must catch the imposter; tied/no-majority/all-pass votes are escape. The demonstration scores 0. Collect all slips, choose a fresh object word, shuffle and deal hidden roles for round two; lock its ballots before showing roles and scoring. Anyone may pass on a turn or veto a prompt without explaining. Replace vetoed material neutrally; if it reveals the answer, redeal that unscored round. Safety, comfort and rules questions are always allowed. Revealed players may help time, read public clues or keep scores, but may not leak hidden information. Scoring: The teaching round scores 0. In the second round, each non-imposter gets 1 for a majority catch; otherwise the imposter gets 1. Finish: Only the second, hidden round counts. Highest individual total wins; equal totals share. An additional hidden round is optional only if all tied players want it; a further tie shares. Keep the same full willing playing roster and nonplaying host for that extra round or match; only tied contenders’ extra scores decide their placement, while everyone else keeps settled placement. If the original minimum gathering or this card’s complete role structure cannot be met with every tied contender active, share instead. Base option: Veterans explain kindly and allow rules questions throughout; seeing a teaching role does not determine a later hidden role. Social Deduction uses playful roles such as fake artist, word imposter, and quest mischief. Anyone may pass or veto a prompt. Give each player equal talk time, keep reveals kind, and move revealed players into helper roles. Scores use challenge points. Optional STUD only if pre-agreed before play.
  • Score Open-Role Teaching Round · Social Deduction as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Open-Role Teaching Round · Social Deduction; stop at the agreed finish condition.
Clue Word Limit · Social Deduction

Announce one-word clues; skip a clue that exceeds the limit.

  • Announce one-word clues; skip a clue that exceeds the limit.
  • Use Word Imposter Circle. Selected rule for this version: For the two clue passes replace the base’s short clues with exactly one ordinary written/spoken word each; announce the language and count before dealing. A compound written as one conventional word counts as one; a multiword phrase is over limit. Skip an over-limit clue with no replacement or point deduction. “Rain” is one; “heavy rain” is not. Keep the equal final statements and vote outside the clue limit. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Word Imposter Circle. Setup: Use paper slips, pencils, a timer and a visible score sheet. Choose a nonplaying host who prepares and checks the hidden material; include that host in the 5–12-person gathering. Never use personal secrets or real accusations as game evidence. This is a paper house game. For each active player prepare one folded slip: one says IMPOSTER and every other slip has the same neutral object word. Shuffle and deal secretly; the host records who receives which slip. For a ready prompt pool use umbrella, bicycle, kettle, ladder, suitcase, lighthouse, cactus, telescope, sandwich, fountain, notebook and hammock. Put only the chosen word on the matching slips; the host keeps unused words out of view. Before dealing choose blank mode above, or decoy mode: replace the imposter’s slip with a related word labeled IMPOSTER, for example bicycle versus scooter. Everyone knows which information mode is in use. Play: Go clockwise twice; each player offers one short clue about the word, without saying it, spelling it or giving its initial. Give each willing speaker up to ten seconds, and allow a pass. The imposter blends in from the clues. After both passes, give everyone one ten-second final statement. Each active player then secretly writes one other player’s name or PASS; reveal all ballots together. A strict majority of valid named ballots must identify the imposter for a group catch. A tie, no majority or no valid ballots is an escape; show the slips only after ballots are locked. Redeal for the next round; nobody is removed mid-round. Anyone may pass on a turn or veto a prompt without explaining. Replace vetoed material neutrally; if it reveals the answer, redeal that unscored round. Safety, comfort and rules questions are always allowed. Revealed players may help time, read public clues or keep scores, but may not leak hidden information. Scoring: If the majority catches the imposter, each non-imposter gets 1 challenge point. Otherwise the imposter gets 1. Passing is not a named ballot. Do not award an accuracy point just for joining the vote. Finish: Post a finite round count before dealing; use three scored rounds if no longer session is chosen. Total each player’s challenge points after those rounds. Highest total wins; tied players share, or all tied players may agree to one fresh short round. A further tie shares; no one must play a tiebreak. Keep the same full willing playing roster and nonplaying host for that extra round or match; only tied contenders’ extra scores decide their placement, while everyone else keeps settled placement. If the original minimum gathering or this card’s complete role structure cannot be met with every tied contender active, share instead. Base option: Use the two timed clue passes and final statement instead of an open-ended argument. Nobody talks over or shouts down another player. Social Deduction uses playful roles such as fake artist, word imposter, and quest mischief. Anyone may pass or veto a prompt. Give each player equal talk time, keep reveals kind, and move revealed players into helper roles. Scores use challenge points. Optional STUD only if pre-agreed before play.
  • Score Clue Word Limit · Social Deduction as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Clue Word Limit · Social Deduction; stop at the agreed finish condition.
Duplicate Clue Cancel · Social Deduction

Cancel all matching written clues before the guesser sees them.

  • Cancel all matching written clues before the guesser sees them.
  • Use Just One Cancel Clues. Selected rule for this version: Use Just One Cancel Clues’ stated paper-house validity and matching rules. Two or more matching clues all disappear, including singular/plural and same-family forms; merely related but distinct valid clues remain. Keep canceled clues hidden. With none left, score 0 and rotate the guesser; with surviving clues allow one guess or PASS. Keep the shared 13-correct goal and supplied finite deck. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Just One Cancel Clues. Setup: Use paper slips, pencils, a timer and a visible score sheet. Choose a nonplaying host who prepares and checks the hidden material; include that host in the 5–12-person gathering. Never use personal secrets or real accusations as game evidence. This is an expanded paper house version of the duplicate-clue idea, not a reproduction of the boxed Just One rules. Prepare 26 neutral object prompts, using the 12-word pool below plus chair, pillow, spoon, clock, bucket, candle, mirror, basket, compass, scissors, guitar, bridge, train and rainbow. Shuffle the deck; the shared goal remains 13 correct guesses. For a ready prompt pool use umbrella, bicycle, kettle, ladder, suitcase, lighthouse, cactus, telescope, sandwich, fountain, notebook and hammock. Keep unused target words out of the guesser’s view. Play: Rotate the guesser clockwise. They look away while everyone else sees one prompt and independently writes one word. No target word, obvious word-family form, spelling clue, translation or made-up word is valid. Compare clues while the guesser looks away: cancel invalid clues and all matching clues, including singular/plural, obvious misspellings and same-family forms. Two “rain” clues both disappear; “rain” and “shade” remain if distinct and valid. Show only surviving clues. The guesser makes one guess or passes; with no surviving clues, skip that guess. Discard the used prompt and move to the next guesser. Anyone may pass on a turn or veto a prompt without explaining. Replace vetoed material neutrally; if it reveals the answer, redeal that unscored round. Safety, comfort and rules questions are always allowed. Revealed players may help time, read public clues or keep scores, but may not leak hidden information. Scoring: A correct guess adds 1 co-op challenge point; an incorrect guess, pass or canceled-clue round adds 0. There is no extra-card loss in this house version. Finish: Work together toward 13 correct guesses. Stop successfully at 13; if the 26-prompt deck ends first, record the shared total and try a fresh deck another time. This cooperative game has no individual points winner. Base option: Optional harder house rule: ban proper names before the deck starts. Apply the same clue rule to everyone and replace any uncomfortable prompt freely. Social Deduction uses playful roles such as fake artist, word imposter, and quest mischief. Anyone may pass or veto a prompt. Give each player equal talk time, keep reveals kind, and move revealed players into helper roles. Scores use challenge points. Optional STUD only if pre-agreed before play.
  • Score Duplicate Clue Cancel · Social Deduction as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Duplicate Clue Cancel · Social Deduction; stop at the agreed finish condition.
Accusation Clock · Social Deduction

End discussion at the posted clock, then give ten seconds each before voting.

  • End discussion at the posted clock, then give ten seconds each before voting.
  • Use Word Imposter Circle. Selected rule for this version: Post a 90-second general discussion window instead of the base’s two clue passes, dividing its speaking opportunities equally in seat order. After that window ends, offer every player one final ten-second statement, then lock the secret vote. The final statements are additional time, not squeezed into 90 seconds. Safety/access pauses freeze the clock. Keep the base majority and role-win scoring. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Word Imposter Circle. Setup: Use paper slips, pencils, a timer and a visible score sheet. Choose a nonplaying host who prepares and checks the hidden material; include that host in the 5–12-person gathering. Never use personal secrets or real accusations as game evidence. This is a paper house game. For each active player prepare one folded slip: one says IMPOSTER and every other slip has the same neutral object word. Shuffle and deal secretly; the host records who receives which slip. For a ready prompt pool use umbrella, bicycle, kettle, ladder, suitcase, lighthouse, cactus, telescope, sandwich, fountain, notebook and hammock. Put only the chosen word on the matching slips; the host keeps unused words out of view. Before dealing choose blank mode above, or decoy mode: replace the imposter’s slip with a related word labeled IMPOSTER, for example bicycle versus scooter. Everyone knows which information mode is in use. Play: Go clockwise twice; each player offers one short clue about the word, without saying it, spelling it or giving its initial. Give each willing speaker up to ten seconds, and allow a pass. The imposter blends in from the clues. After both passes, give everyone one ten-second final statement. Each active player then secretly writes one other player’s name or PASS; reveal all ballots together. A strict majority of valid named ballots must identify the imposter for a group catch. A tie, no majority or no valid ballots is an escape; show the slips only after ballots are locked. Redeal for the next round; nobody is removed mid-round. Anyone may pass on a turn or veto a prompt without explaining. Replace vetoed material neutrally; if it reveals the answer, redeal that unscored round. Safety, comfort and rules questions are always allowed. Revealed players may help time, read public clues or keep scores, but may not leak hidden information. Scoring: If the majority catches the imposter, each non-imposter gets 1 challenge point. Otherwise the imposter gets 1. Passing is not a named ballot. Do not award an accuracy point just for joining the vote. Finish: Post a finite round count before dealing; use three scored rounds if no longer session is chosen. Total each player’s challenge points after those rounds. Highest total wins; tied players share, or all tied players may agree to one fresh short round. A further tie shares; no one must play a tiebreak. Keep the same full willing playing roster and nonplaying host for that extra round or match; only tied contenders’ extra scores decide their placement, while everyone else keeps settled placement. If the original minimum gathering or this card’s complete role structure cannot be met with every tied contender active, share instead. Base option: Use the two timed clue passes and final statement instead of an open-ended argument. Nobody talks over or shouts down another player. Social Deduction uses playful roles such as fake artist, word imposter, and quest mischief. Anyone may pass or veto a prompt. Give each player equal talk time, keep reveals kind, and move revealed players into helper roles. Scores use challenge points. Optional STUD only if pre-agreed before play.
  • Score Accusation Clock · Social Deduction as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Accusation Clock · Social Deduction; stop at the agreed finish condition.
Role Swap Announced · Social Deduction

Announce one possible hidden midpoint role swap before dealing.

  • Announce one possible hidden midpoint role swap before dealing.
  • Use Blind Role Swap Mid. Selected rule for this version: Use Blind Role Swap Mid’s single uniformly drawn seat pair, optional swap between story passes and private reread for everyone. Only the final THIEF slip determines the vote’s target and role-win points; previously learned information remains known. STORY players follow the picnic theme and the current THIEF steers toward transport after the possible swap. Do not apply this to a quest/seer or word-imposter role as if a card swap could erase knowledge. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Blind Role Swap Mid. Setup: Use paper slips, pencils, a timer and a visible score sheet. Choose a nonplaying host who prepares and checks the hidden material; include that host in the 5–12-person gathering. Never use personal secrets or real accusations as game evidence. This midpoint-swap house game uses story roles, whose objective can move with a card without pretending that learned information disappears. Prepare one THIEF—STEER TOWARD TRANSPORT slip and STORY—KEEP THE PICNIC THEME for every other active seat. Deal secretly; the host records identities. Announce that one optional role swap may occur after the first speaking pass. Before dealing draw two distinct seat numbers uniformly for a possible swap; never select only beginners. Play: Start the story with “We arrived at a quiet picnic.” Go clockwise twice, each player adding one sentence in up to ten seconds. STORY players keep the picnic theme; the THIEF tries to steer toward transport without saying “transport.” After pass one, everyone closes their eyes. The host either swaps the two pre-drawn role slips or leaves them in place, then privately lets everyone read their current slip. Follow the new role in pass two, while retaining anything heard or learned earlier; nobody can unlearn a clue. After pass two give each player one ten-second claim, then lock a secret vote for one other final THIEF holder or PASS. A strict majority of valid named ballots catches that final thief; ties/no majority/all passes are escape. Reveal slips only after voting. Anyone may pass on a turn or veto a prompt without explaining. Replace vetoed material neutrally; if it reveals the answer, redeal that unscored round. Safety, comfort and rules questions are always allowed. Revealed players may help time, read public clues or keep scores, but may not leak hidden information. Scoring: Each final STORY player gets 1 for a majority catch of the final THIEF; otherwise the final THIEF gets 1. Earlier role holders do not score an extra vote. Final role identity, not erased memory, decides the result. Finish: Post a finite round count before dealing; use three scored rounds if no longer session is chosen. Total each player’s challenge points after those rounds. Highest total wins; tied players share, or all tied players may agree to one fresh short round. A further tie shares; no one must play a tiebreak. Keep the same full willing playing roster and nonplaying host for that extra round or match; only tied contenders’ extra scores decide their placement, while everyone else keeps settled placement. If the original minimum gathering or this card’s complete role structure cannot be met with every tied contender active, share instead. Base option: Swap only these self-contained story-objective roles. The host moves at most the one pre-drawn pair and records the final holder privately. Do not swap a seer or word-imposter role as if prior knowledge could be erased. Social Deduction uses playful roles such as fake artist, word imposter, and quest mischief. Anyone may pass or veto a prompt. Give each player equal talk time, keep reveals kind, and move revealed players into helper roles. Scores use challenge points. Optional STUD only if pre-agreed before play.
  • Score Role Swap Announced · Social Deduction as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Role Swap Announced · Social Deduction; stop at the agreed finish condition.
Soft-Theme Roles · Social Deduction

Use playful roles and replace any uncomfortable card immediately.

  • Use playful roles and replace any uncomfortable card immediately.
  • Use Light-Theme Roles Only. Selected rule for this version: Use Light-Theme Roles Only’s word/imposter house task and neutral object pool. Replace any uncomfortable role or prompt on request; if a dealt change would expose the answer, redeal that unscored round for everyone. Keep its 1 shared point per correct group read and no extra escape point. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Light-Theme Roles Only. Setup: Use paper slips, pencils, a timer and a visible score sheet. Choose a nonplaying host who prepares and checks the hidden material; include that host in the 5–12-person gathering. Never use personal secrets or real accusations as game evidence. This is a paper house game. For each active player prepare one folded slip: one says IMPOSTER and every other slip has the same neutral object word. Shuffle and deal secretly; the host records who receives which slip. For a ready prompt pool use umbrella, bicycle, kettle, ladder, suitcase, lighthouse, cactus, telescope, sandwich, fountain, notebook and hammock. Put only the chosen word on the matching slips; the host keeps unused words out of view. Use playful word/imposter names only and keep a replacement prompt pile from the supplied pool ready. Play: Go clockwise twice; each player offers one short clue about the word, without saying it, spelling it or giving its initial. Give each willing speaker up to ten seconds, and allow a pass. The imposter blends in from the clues. After both passes, give everyone one ten-second final statement. Each active player then secretly writes one other player’s name or PASS; reveal all ballots together. A strict majority of valid named ballots must identify the imposter for a group catch. A tie, no majority or no valid ballots is an escape; show the slips only after ballots are locked. Redeal for the next round; nobody is removed mid-round. Anyone may pass on a turn or veto a prompt without explaining. Replace vetoed material neutrally; if it reveals the answer, redeal that unscored round. Safety, comfort and rules questions are always allowed. Revealed players may help time, read public clues or keep scores, but may not leak hidden information. Scoring: A correct majority group read scores 1 shared group point; an escape scores 0 for this lower-intensity cooperative track. The imposter has no separate competitive escape score. Finish: Complete the posted number of rounds and report the group’s correct-read total. Everyone shares the cooperative result; do not assign an individual winner to the shared point. Base option: Replace any uncomfortable role or prompt on request. If changing a dealt role would reveal the answer, collect and redeal the entire unscored round. Social Deduction uses playful roles such as fake artist, word imposter, and quest mischief. Anyone may pass or veto a prompt. Give each player equal talk time, keep reveals kind, and move revealed players into helper roles. Scores use challenge points. Optional STUD only if pre-agreed before play.
  • Score Soft-Theme Roles · Social Deduction as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Soft-Theme Roles · Social Deduction; stop at the agreed finish condition.
Veto Token · Social Deduction

Replace uncomfortable questioning whenever needed, without counting uses.

  • Replace uncomfortable questioning whenever needed, without counting uses.
  • Use Veto Token Night. Selected rule for this version: Use Veto Token Night’s marker only as a visible reminder. Any player may stop a topic with no explanation and no limited-use charge. Replace the question neutrally; redeal exposed-answer material without scoring it. Keep the host’s separate accuracy and respectful-play process columns; never award points for forcing someone to disclose a concern. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Veto Token Night. Setup: Use paper slips, pencils, a timer and a visible score sheet. Choose a nonplaying host who prepares and checks the hidden material; include that host in the 5–12-person gathering. Never use personal secrets or real accusations as game evidence. This is a paper house game. For each active player prepare one folded slip: one says IMPOSTER and every other slip has the same neutral object word. Shuffle and deal secretly; the host records who receives which slip. For a ready prompt pool use umbrella, bicycle, kettle, ladder, suitcase, lighthouse, cactus, telescope, sandwich, fountain, notebook and hammock. Put only the chosen word on the matching slips; the host keeps unused words out of view. Put a visible veto marker in reach as a reminder, not as a consumable allowance. Play: Go clockwise twice; each player offers one short clue about the word, without saying it, spelling it or giving its initial. Give each willing speaker up to ten seconds, and allow a pass. The imposter blends in from the clues. After both passes, give everyone one ten-second final statement. Each active player then secretly writes one other player’s name or PASS; reveal all ballots together. A strict majority of valid named ballots must identify the imposter for a group catch. A tie, no majority or no valid ballots is an escape; show the slips only after ballots are locked. Redeal for the next round; nobody is removed mid-round. A veto stops the current question or clue immediately. Change topic without asking for a reason or counting uses; if the answer has been exposed, replace the word and redeal that unscored round. Anyone may pass on a turn or veto a prompt without explaining. Replace vetoed material neutrally; if it reveals the answer, redeal that unscored round. Safety, comfort and rules questions are always allowed. Revealed players may help time, read public clues or keep scores, but may not leak hidden information. Scoring: Use individual accuracy: each correct final imposter read scores 1. A player who respects another player’s pass or veto without challenge throughout a completed round earns 1 process point for that round, recorded separately. Nobody must disclose discomfort to make a point available. Finish: Post a finite round count before dealing; use three scored rounds if no longer session is chosen. Total each player’s challenge points after those rounds. Highest total wins; tied players share, or all tied players may agree to one fresh short round. A further tie shares; no one must play a tiebreak. Keep the same full willing playing roster and nonplaying host for that extra round or match; only tied contenders’ extra scores decide their placement, while everyone else keeps settled placement. If the original minimum gathering or this card’s complete role structure cannot be met with every tied contender active, share instead. Base option: A veto is never mocked. Safety and comfort rights remain unlimited even after any ordinary game token has been used. Social Deduction uses playful roles such as fake artist, word imposter, and quest mischief. Anyone may pass or veto a prompt. Give each player equal talk time, keep reveals kind, and move revealed players into helper roles. Scores use challenge points. Optional STUD only if pre-agreed before play.
  • Score Veto Token · Social Deduction as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Veto Token · Social Deduction; stop at the agreed finish condition.
No Pile-On Rotation · Social Deduction

After an accusation, move the next speaker to a different person or clue.

  • After an accusation, move the next speaker to a different person or clue.
  • Use Word Imposter Circle. Selected rule for this version: Track the last accusation. The next speaker addresses a different observed clue or player; relevant defense by the accused is allowed within their own equal turn, not counted as a fresh attack. The host stops repeated targeting and offers a neutral prompt if no one has new game evidence. Use the same final vote and role-win result. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Word Imposter Circle. Setup: Use paper slips, pencils, a timer and a visible score sheet. Choose a nonplaying host who prepares and checks the hidden material; include that host in the 5–12-person gathering. Never use personal secrets or real accusations as game evidence. This is a paper house game. For each active player prepare one folded slip: one says IMPOSTER and every other slip has the same neutral object word. Shuffle and deal secretly; the host records who receives which slip. For a ready prompt pool use umbrella, bicycle, kettle, ladder, suitcase, lighthouse, cactus, telescope, sandwich, fountain, notebook and hammock. Put only the chosen word on the matching slips; the host keeps unused words out of view. Before dealing choose blank mode above, or decoy mode: replace the imposter’s slip with a related word labeled IMPOSTER, for example bicycle versus scooter. Everyone knows which information mode is in use. Play: Go clockwise twice; each player offers one short clue about the word, without saying it, spelling it or giving its initial. Give each willing speaker up to ten seconds, and allow a pass. The imposter blends in from the clues. After both passes, give everyone one ten-second final statement. Each active player then secretly writes one other player’s name or PASS; reveal all ballots together. A strict majority of valid named ballots must identify the imposter for a group catch. A tie, no majority or no valid ballots is an escape; show the slips only after ballots are locked. Redeal for the next round; nobody is removed mid-round. Anyone may pass on a turn or veto a prompt without explaining. Replace vetoed material neutrally; if it reveals the answer, redeal that unscored round. Safety, comfort and rules questions are always allowed. Revealed players may help time, read public clues or keep scores, but may not leak hidden information. Scoring: If the majority catches the imposter, each non-imposter gets 1 challenge point. Otherwise the imposter gets 1. Passing is not a named ballot. Do not award an accuracy point just for joining the vote. Finish: Post a finite round count before dealing; use three scored rounds if no longer session is chosen. Total each player’s challenge points after those rounds. Highest total wins; tied players share, or all tied players may agree to one fresh short round. A further tie shares; no one must play a tiebreak. Keep the same full willing playing roster and nonplaying host for that extra round or match; only tied contenders’ extra scores decide their placement, while everyone else keeps settled placement. If the original minimum gathering or this card’s complete role structure cannot be met with every tied contender active, share instead. Base option: Use the two timed clue passes and final statement instead of an open-ended argument. Nobody talks over or shouts down another player. Social Deduction uses playful roles such as fake artist, word imposter, and quest mischief. Anyone may pass or veto a prompt. Give each player equal talk time, keep reveals kind, and move revealed players into helper roles. Scores use challenge points. Optional STUD only if pre-agreed before play.
  • Score No Pile-On Rotation · Social Deduction as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after No Pile-On Rotation · Social Deduction; stop at the agreed finish condition.
Final Defense Sentence · Social Deduction

Give every accused player one uninterrupted sentence before the vote.

  • Give every accused player one uninterrupted sentence before the vote.
  • Use Word Imposter Circle. Selected rule for this version: Keep the base’s one final ten-second turn for every player, capped at one sentence. During an accused player’s sentence nobody interrupts or replies; other players use their equal sentence for a final clue or PASS. Then lock the simultaneous secret vote. This guarantees the defense inside the equal final rotation, not an extra repeated turn. Keep base role-win scoring; the sentence itself earns no bonus. Safety and access speech remains available beyond the game sentence cap. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Word Imposter Circle. Setup: Use paper slips, pencils, a timer and a visible score sheet. Choose a nonplaying host who prepares and checks the hidden material; include that host in the 5–12-person gathering. Never use personal secrets or real accusations as game evidence. This is a paper house game. For each active player prepare one folded slip: one says IMPOSTER and every other slip has the same neutral object word. Shuffle and deal secretly; the host records who receives which slip. For a ready prompt pool use umbrella, bicycle, kettle, ladder, suitcase, lighthouse, cactus, telescope, sandwich, fountain, notebook and hammock. Put only the chosen word on the matching slips; the host keeps unused words out of view. Before dealing choose blank mode above, or decoy mode: replace the imposter’s slip with a related word labeled IMPOSTER, for example bicycle versus scooter. Everyone knows which information mode is in use. Play: Go clockwise twice; each player offers one short clue about the word, without saying it, spelling it or giving its initial. Give each willing speaker up to ten seconds, and allow a pass. The imposter blends in from the clues. After both passes, give everyone one ten-second final statement. Each active player then secretly writes one other player’s name or PASS; reveal all ballots together. A strict majority of valid named ballots must identify the imposter for a group catch. A tie, no majority or no valid ballots is an escape; show the slips only after ballots are locked. Redeal for the next round; nobody is removed mid-round. Anyone may pass on a turn or veto a prompt without explaining. Replace vetoed material neutrally; if it reveals the answer, redeal that unscored round. Safety, comfort and rules questions are always allowed. Revealed players may help time, read public clues or keep scores, but may not leak hidden information. Scoring: If the majority catches the imposter, each non-imposter gets 1 challenge point. Otherwise the imposter gets 1. Passing is not a named ballot. Do not award an accuracy point just for joining the vote. Finish: Post a finite round count before dealing; use three scored rounds if no longer session is chosen. Total each player’s challenge points after those rounds. Highest total wins; tied players share, or all tied players may agree to one fresh short round. A further tie shares; no one must play a tiebreak. Keep the same full willing playing roster and nonplaying host for that extra round or match; only tied contenders’ extra scores decide their placement, while everyone else keeps settled placement. If the original minimum gathering or this card’s complete role structure cannot be met with every tied contender active, share instead. Base option: Use the two timed clue passes and final statement instead of an open-ended argument. Nobody talks over or shouts down another player. Social Deduction uses playful roles such as fake artist, word imposter, and quest mischief. Anyone may pass or veto a prompt. Give each player equal talk time, keep reveals kind, and move revealed players into helper roles. Scores use challenge points. Optional STUD only if pre-agreed before play.
  • Score Final Defense Sentence · Social Deduction as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Final Defense Sentence · Social Deduction; stop at the agreed finish condition.
Two-Room Merge · Social Deduction

Give the two corners different packets, then reunite and hear both reporters.

  • Give the two corners different packets, then reunite and hear both reporters.
  • Use Two-Room Debate. Selected rule for this version: Use Two-Room Debate’s two actual playlist packets and Bo answer key. Each corner selects a different reporter before its two-minute discussion; reporters read the respective packet on reunion. Lock independent final answers only after both packets have been heard. Keep 1 per correct voter and the one-use/fresh-mystery requirement. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Two-Room Debate. Setup: Use paper slips, pencils, a timer and a visible score sheet. Choose a nonplaying host who prepares and checks the hidden material; include that host in the 5–12-person gathering. Never use personal secrets or real accusations as game evidence. Prepare two partial packets for this original playlist puzzle. Candidate DJs are Ada, Bo and Cy. Packet A: “Exactly one DJ switched the playlist using the tablet inside the room; it cannot be operated remotely. Ada used a phone; Bo and Cy used tablets.” Packet B: “Cy was outside for the whole switch window.” Host-only answer: Bo. Split players into two corners within voice range and give one packet to each corner. Play: Allow each corner two minutes to discuss its packet, with one offered ten-second turn per player before repeats. Each appoints a different reporter. Reunite; reporters read their packet aloud, then everyone gets one final ten-second comment. Players independently write Ada, Bo, Cy or PASS. Lock votes before showing the answer; explain that combining tablet use with Cy’s exclusion identifies Bo. Anyone may pass on a turn or veto a prompt without explaining. Replace vetoed material neutrally; if it reveals the answer, redeal that unscored round. Safety, comfort and rules questions are always allowed. Revealed players may help time, read public clues or keep scores, but may not leak hidden information. Scoring: Each correct locked answer scores 1 challenge point for that voter. The reporters do not gain extra points for holding a packet. Finish: Run the supplied puzzle once. Highest individual accuracy total over the posted fresh prepared puzzles wins; ties share. A new scored puzzle needs a new answer key and two independently insufficient but jointly sufficient packets; do not repeat a known answer. Base option: Keep both corners within voice range, and choose new reporters for a later puzzle before anyone repeats. Social Deduction uses playful roles such as fake artist, word imposter, and quest mischief. Anyone may pass or veto a prompt. Give each player equal talk time, keep reveals kind, and move revealed players into helper roles. Scores use challenge points. Optional STUD only if pre-agreed before play.
  • Score Two-Room Merge · Social Deduction as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Two-Room Merge · Social Deduction; stop at the agreed finish condition.
Seer Answer Cap · Social Deduction

Allow one yes-or-no information question per player, without naming a role.

  • Allow one yes-or-no information question per player, without naming a role.
  • Use Host is the Seer. Selected rule for this version: Use Host is the Seer’s nonplaying host and one private role-layout query per player. A legal question can ask whether the bluffer is in a stated seat subset; it cannot demand a name or list. The answer is yes or no only. Let an invalid request be rephrased before spending the query. Necessary rules/access help is not an information query and remains available. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Host is the Seer. Setup: Use paper slips, pencils, a timer and a visible score sheet. Choose a nonplaying host who prepares and checks the hidden material; include that host in the 5–12-person gathering. Never use personal secrets or real accusations as game evidence. Use one BLUFFER slip and HELPER for all other active players. The nonplaying host records identities and prepares a private yes/no answer key. Put numbered seats in a circle so questions can refer to positions rather than real personal traits. Play: Go clockwise: each player may privately ask the host one yes/no question about the role layout, such as “Is the bluffer in seats 1–3?” The host answers truthfully yes or no, without naming a role holder; reject requests to “tell me the name” and let the player rephrase without spending the question. Then take one equal ten-second public statement each, with false game claims allowed. Everyone secretly votes for one other player or PASS. Lock votes, reveal roles and score individual accuracy. Anyone may pass on a turn or veto a prompt without explaining. Replace vetoed material neutrally; if it reveals the answer, redeal that unscored round. Safety, comfort and rules questions are always allowed. Revealed players may help time, read public clues or keep scores, but may not leak hidden information. Scoring: Each correct individual bluffer vote earns that voter 1. The host does not compete or vote, and an incorrect answer earns 0. Finish: Post a finite round count before dealing; use three scored rounds if no longer session is chosen. Total each player’s challenge points after those rounds. Highest total wins; tied players share, or all tied players may agree to one fresh short round. A further tie shares; no one must play a tiebreak. Keep the same full willing playing roster and nonplaying host for that extra round or match; only tied contenders’ extra scores decide their placement, while everyone else keeps settled placement. If the original minimum gathering or this card’s complete role structure cannot be met with every tied contender active, share instead. Base option: The host cannot also be a hidden role here. The once-per-player limit applies to information queries, not needed rules or access clarification. Social Deduction uses playful roles such as fake artist, word imposter, and quest mischief. Anyone may pass or veto a prompt. Give each player equal talk time, keep reveals kind, and move revealed players into helper roles. Scores use challenge points. Optional STUD only if pre-agreed before play.
  • Score Seer Answer Cap · Social Deduction as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Seer Answer Cap · Social Deduction; stop at the agreed finish condition.
Signal Round · Social Deduction

Use gestures for one discussion pass; comfort calls remain spoken.

  • Use gestures for one discussion pass; comfort calls remain spoken.
  • Use Silent Signal Round. Selected rule for this version: Use Silent Signal Round’s first ten-second gesture pass, then a spoken clue pass and spoken final vote. No letters or spelling gestures. Keep safety, comfort, access and rules speech aloud whenever needed; the gesture restriction never delays a pause. Preserve the same catch/escape points. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Silent Signal Round. Setup: Use paper slips, pencils, a timer and a visible score sheet. Choose a nonplaying host who prepares and checks the hidden material; include that host in the 5–12-person gathering. Never use personal secrets or real accusations as game evidence. This is a paper house game. For each active player prepare one folded slip: one says IMPOSTER and every other slip has the same neutral object word. Shuffle and deal secretly; the host records who receives which slip. For a ready prompt pool use umbrella, bicycle, kettle, ladder, suitcase, lighthouse, cactus, telescope, sandwich, fountain, notebook and hammock. Put only the chosen word on the matching slips; the host keeps unused words out of view. Play: Use the word-imposter rules but replace the first clue pass with silent gestures about the secret object, one offered ten-second turn each. No drawing letters or spelling in the air. The second pass is spoken clues without naming the word. Give equal final statements, then a spoken final vote in seat order for another player or PASS. Count only after everyone has voted; a strict majority of valid named votes catches the imposter. Ties/no majority/all passes are escape. Reveal and redeal. Anyone may pass on a turn or veto a prompt without explaining. Replace vetoed material neutrally; if it reveals the answer, redeal that unscored round. Safety, comfort and rules questions are always allowed. Revealed players may help time, read public clues or keep scores, but may not leak hidden information. Scoring: Each non-imposter gets 1 for the correct majority catch; otherwise the imposter gets 1. Nobody scores for performing a gesture. Finish: Post a finite round count before dealing; use three scored rounds if no longer session is chosen. Total each player’s challenge points after those rounds. Highest total wins; tied players share, or all tied players may agree to one fresh short round. A further tie shares; no one must play a tiebreak. Keep the same full willing playing roster and nonplaying host for that extra round or match; only tied contenders’ extra scores decide their placement, while everyone else keeps settled placement. If the original minimum gathering or this card’s complete role structure cannot be met with every tied contender active, share instead. Base option: Safety, comfort and access talk always remains allowed aloud during the gesture pass. Social Deduction uses playful roles such as fake artist, word imposter, and quest mischief. Anyone may pass or veto a prompt. Give each player equal talk time, keep reveals kind, and move revealed players into helper roles. Scores use challenge points. Optional STUD only if pre-agreed before play.
  • Score Signal Round · Social Deduction as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Signal Round · Social Deduction; stop at the agreed finish condition.
Evidence Citation · Social Deduction

Cite one observed clue for a reasoning point; unsupported votes still count.

  • Cite one observed clue for a reasoning point; unsupported votes still count.
  • Use No Elimination Detect. Selected rule for this version: Before the locked final vote, each player may name one actual clue or statement supporting their read in their equal final turn. A faithful, relevant citation earns that voter 1 reasoning point, whether the suspicion proves correct or not. Unsupported votes still count and may earn the base 1 accuracy point if correct, but earn no reasoning point. Personal traits, private information and invented quotes are not game evidence. Keep the two columns separate and add them only for this announced scoring version. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — No Elimination Detect. Setup: Use paper slips, pencils, a timer and a visible score sheet. Choose a nonplaying host who prepares and checks the hidden material; include that host in the 5–12-person gathering. Never use personal secrets or real accusations as game evidence. This is a paper house game. For each active player prepare one folded slip: one says IMPOSTER and every other slip has the same neutral object word. Shuffle and deal secretly; the host records who receives which slip. For a ready prompt pool use umbrella, bicycle, kettle, ladder, suitcase, lighthouse, cactus, telescope, sandwich, fountain, notebook and hammock. Put only the chosen word on the matching slips; the host keeps unused words out of view. Play: Go clockwise twice; each player offers one short clue about the word, without saying it, spelling it or giving its initial. Give each willing speaker up to ten seconds, and allow a pass. The imposter blends in from the clues. After both passes, give everyone one ten-second final statement. Each active player then secretly writes one other player’s name or PASS; reveal all ballots together. A strict majority of valid named ballots must identify the imposter for a group catch. A tie, no majority or no valid ballots is an escape; show the slips only after ballots are locked. Redeal for the next round; nobody is removed mid-round. Anyone may pass on a turn or veto a prompt without explaining. Replace vetoed material neutrally; if it reveals the answer, redeal that unscored round. Safety, comfort and rules questions are always allowed. Revealed players may help time, read public clues or keep scores, but may not leak hidden information. Scoring: Score only the locked end vote: each correct individual identification of the imposter earns that voter 1. The majority catch/escape is announced but adds no separate points. Nobody is removed or scored mid-game. Finish: Post a finite round count before dealing; use three scored rounds if no longer session is chosen. Total each player’s challenge points after those rounds. Highest total wins; tied players share, or all tied players may agree to one fresh short round. A further tie shares; no one must play a tiebreak. Keep the same full willing playing roster and nonplaying host for that extra round or match; only tied contenders’ extra scores decide their placement, while everyone else keeps settled placement. If the original minimum gathering or this card’s complete role structure cannot be met with every tied contender active, share instead. Base option: Use the no-removal format through the end for mixed-experience groups; helpers are optional after the reveal, never a punishment for a suspicion. Social Deduction uses playful roles such as fake artist, word imposter, and quest mischief. Anyone may pass or veto a prompt. Give each player equal talk time, keep reveals kind, and move revealed players into helper roles. Scores use challenge points. Optional STUD only if pre-agreed before play.
  • Score Evidence Citation · Social Deduction as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Evidence Citation · Social Deduction; stop at the agreed finish condition.
Equal Lead Turns · Social Deduction

Rotate the opening clue through everyone before anyone repeats.

  • Rotate the opening clue through everyone before anyone repeats.
  • Use Word Imposter Circle. Selected rule for this version: Write an opening-speaker roster and give every willing player one lead-clue round before repeating a leader. Within each round retain both complete clue passes and the same equal final statements. Mark a declined lead as PASS and offer the next name; a pass does not cancel a future player seat. End only after the posted complete lead rotation or record that it was incomplete. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Word Imposter Circle. Setup: Use paper slips, pencils, a timer and a visible score sheet. Choose a nonplaying host who prepares and checks the hidden material; include that host in the 5–12-person gathering. Never use personal secrets or real accusations as game evidence. This is a paper house game. For each active player prepare one folded slip: one says IMPOSTER and every other slip has the same neutral object word. Shuffle and deal secretly; the host records who receives which slip. For a ready prompt pool use umbrella, bicycle, kettle, ladder, suitcase, lighthouse, cactus, telescope, sandwich, fountain, notebook and hammock. Put only the chosen word on the matching slips; the host keeps unused words out of view. Before dealing choose blank mode above, or decoy mode: replace the imposter’s slip with a related word labeled IMPOSTER, for example bicycle versus scooter. Everyone knows which information mode is in use. Play: Go clockwise twice; each player offers one short clue about the word, without saying it, spelling it or giving its initial. Give each willing speaker up to ten seconds, and allow a pass. The imposter blends in from the clues. After both passes, give everyone one ten-second final statement. Each active player then secretly writes one other player’s name or PASS; reveal all ballots together. A strict majority of valid named ballots must identify the imposter for a group catch. A tie, no majority or no valid ballots is an escape; show the slips only after ballots are locked. Redeal for the next round; nobody is removed mid-round. Anyone may pass on a turn or veto a prompt without explaining. Replace vetoed material neutrally; if it reveals the answer, redeal that unscored round. Safety, comfort and rules questions are always allowed. Revealed players may help time, read public clues or keep scores, but may not leak hidden information. Scoring: If the majority catches the imposter, each non-imposter gets 1 challenge point. Otherwise the imposter gets 1. Passing is not a named ballot. Do not award an accuracy point just for joining the vote. Finish: Post a finite round count before dealing; use three scored rounds if no longer session is chosen. Total each player’s challenge points after those rounds. Highest total wins; tied players share, or all tied players may agree to one fresh short round. A further tie shares; no one must play a tiebreak. Keep the same full willing playing roster and nonplaying host for that extra round or match; only tied contenders’ extra scores decide their placement, while everyone else keeps settled placement. If the original minimum gathering or this card’s complete role structure cannot be met with every tied contender active, share instead. Base option: Use the two timed clue passes and final statement instead of an open-ended argument. Nobody talks over or shouts down another player. Social Deduction uses playful roles such as fake artist, word imposter, and quest mischief. Anyone may pass or veto a prompt. Give each player equal talk time, keep reveals kind, and move revealed players into helper roles. Scores use challenge points. Optional STUD only if pre-agreed before play.
  • Score Equal Lead Turns · Social Deduction as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Equal Lead Turns · Social Deduction; stop at the agreed finish condition.
Beginner Hint Token · Social Deduction

Offer one private rules-only hint, with no suggested move.

  • Offer one private rules-only hint, with no suggested move.
  • Use Word Imposter Circle. Selected rule for this version: Give a new player one ordinary private hint token for a rules-only explanation, such as “May I say the secret word?” The host answers the rule, never a recommended clue or accusation and never hidden role information. Necessary additional rules, access or safety clarification remains available after the token is used; the token is not a cap on understanding the game. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Word Imposter Circle. Setup: Use paper slips, pencils, a timer and a visible score sheet. Choose a nonplaying host who prepares and checks the hidden material; include that host in the 5–12-person gathering. Never use personal secrets or real accusations as game evidence. This is a paper house game. For each active player prepare one folded slip: one says IMPOSTER and every other slip has the same neutral object word. Shuffle and deal secretly; the host records who receives which slip. For a ready prompt pool use umbrella, bicycle, kettle, ladder, suitcase, lighthouse, cactus, telescope, sandwich, fountain, notebook and hammock. Put only the chosen word on the matching slips; the host keeps unused words out of view. Before dealing choose blank mode above, or decoy mode: replace the imposter’s slip with a related word labeled IMPOSTER, for example bicycle versus scooter. Everyone knows which information mode is in use. Play: Go clockwise twice; each player offers one short clue about the word, without saying it, spelling it or giving its initial. Give each willing speaker up to ten seconds, and allow a pass. The imposter blends in from the clues. After both passes, give everyone one ten-second final statement. Each active player then secretly writes one other player’s name or PASS; reveal all ballots together. A strict majority of valid named ballots must identify the imposter for a group catch. A tie, no majority or no valid ballots is an escape; show the slips only after ballots are locked. Redeal for the next round; nobody is removed mid-round. Anyone may pass on a turn or veto a prompt without explaining. Replace vetoed material neutrally; if it reveals the answer, redeal that unscored round. Safety, comfort and rules questions are always allowed. Revealed players may help time, read public clues or keep scores, but may not leak hidden information. Scoring: If the majority catches the imposter, each non-imposter gets 1 challenge point. Otherwise the imposter gets 1. Passing is not a named ballot. Do not award an accuracy point just for joining the vote. Finish: Post a finite round count before dealing; use three scored rounds if no longer session is chosen. Total each player’s challenge points after those rounds. Highest total wins; tied players share, or all tied players may agree to one fresh short round. A further tie shares; no one must play a tiebreak. Keep the same full willing playing roster and nonplaying host for that extra round or match; only tied contenders’ extra scores decide their placement, while everyone else keeps settled placement. If the original minimum gathering or this card’s complete role structure cannot be met with every tied contender active, share instead. Base option: Use the two timed clue passes and final statement instead of an open-ended argument. Nobody talks over or shouts down another player. Social Deduction uses playful roles such as fake artist, word imposter, and quest mischief. Anyone may pass or veto a prompt. Give each player equal talk time, keep reveals kind, and move revealed players into helper roles. Scores use challenge points. Optional STUD only if pre-agreed before play.
  • Score Beginner Hint Token · Social Deduction as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Beginner Hint Token · Social Deduction; stop at the agreed finish condition.
Visible Round Track · Social Deduction

Record quest results and vote totals publicly while keeping roles private.

  • Record quest results and vote totals publicly while keeping roles private.
  • Use Quest Team Vote. Selected rule for this version: Draw quest number, proposal result, success/failure, and running success/failure totals on one visible track. A rejected nomination is marked as a proposal rejection, not a quest fail unless the full failed nomination cycle occurs under the host rules. Keep all role identities, card contributors and private seer information off the track until the match reveal. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Quest Team Vote. Setup: Use paper slips, pencils, a timer and a visible score sheet. Choose a nonplaying host who prepares and checks the hidden material; include that host in the 5–12-person gathering. Never use personal secrets or real accusations as game evidence. This is a paper quest house format, not the Avalon rulebook. With 4–6 active players, prepare one MISCHIEF role and GOOD for everyone else; with 7–11, prepare two MISCHIEF roles and GOOD for the rest. Deal secretly and let the host record them. Each player also needs a SUCCESS and FAIL slip with matching backs. Put three success boxes and three failure boxes on a public track. A quest team has two members with 4–7 active players and three with 8–11. Roles remain fixed for the match. Play: Rotate the proposer clockwise for every nomination. The proposer names a legal team of willing players, including themself if wanted; a nominee may pass before the vote and be replaced without losing a later offered turn; everyone gets one ten-second comment, then simultaneously shows approve or reject. More than half of all active players must approve; a tied or rejected vote moves the proposal to the next player. If every active player proposes once without an approval, mark that quest failed and start the next quest. For an approved team, each member secretly submits one result slip. GOOD must submit SUCCESS; MISCHIEF may submit either. The host shuffles the submissions and reveals results without naming contributors. Any FAIL makes that quest fail; all SUCCESS makes it succeed. Mark one result and start the next quest. Stop immediately at the stated quest endpoint, reveal roles kindly and collect every slip. Anyone may pass on a turn or veto a prompt without explaining. Replace vetoed material neutrally; if it reveals the answer, redeal that unscored round. Safety, comfort and rules questions are always allowed. Revealed players may help time, read public clues or keep scores, but may not leak hidden information. Scoring: GOOD wins the match at three successful quests; MISCHIEF wins at three failed quests. Each member of the winning allegiance gets 1 challenge point. Rejected nominations do not score points; a complete failed nomination cycle counts as the one failed quest described above. Finish: Play a posted number of complete matches; the three-success or three-failure endpoint decides each match. Add allegiance-win points by player; highest total wins and ties share or use one mutually agreed short match, with any further tie shared. Keep the same full willing playing roster and nonplaying host for that extra round or match; only tied contenders’ extra scores decide their placement, while everyone else keeps settled placement. If the original minimum gathering or this card’s complete role structure cannot be met with every tied contender active, share instead. Base option: Optional seer: announce before dealing, mark one GOOD slip SEER, and privately show that player the mischief identities. They remain GOOD, may bluff about their knowledge and have no extra vote or final assassination rule. Keep the host outside play. Social Deduction uses playful roles such as fake artist, word imposter, and quest mischief. Anyone may pass or veto a prompt. Give each player equal talk time, keep reveals kind, and move revealed players into helper roles. Scores use challenge points. Optional STUD only if pre-agreed before play.
  • Score Visible Round Track · Social Deduction as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Visible Round Track · Social Deduction; stop at the agreed finish condition.
Comeback Read · Social Deduction

The trailing team gets one extra final read, not another vote.

  • The trailing team gets one extra final read, not another vote.
  • Use Team vs Imposters. Selected rule for this version: Before the final round’s joint vote compare the two teams’ raw recorded correct-ID point totals. If exactly one trails, that team chooses one willing speaker for one extra ten-second final read of observed game evidence; this adds no vote, role knowledge or point. If tied, neither side receives the trailing-side turn. Lock all normal votes afterward. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Team vs Imposters. Setup: Use paper slips, pencils, a timer and a visible score sheet. Choose a nonplaying host who prepares and checks the hidden material; include that host in the 5–12-person gathering. Never use personal secrets or real accusations as game evidence. This is a paper house game. For each active player prepare one folded slip: one says IMPOSTER and every other slip has the same neutral object word. Shuffle and deal secretly; the host records who receives which slip. For a ready prompt pool use umbrella, bicycle, kettle, ladder, suitcase, lighthouse, cactus, telescope, sandwich, fountain, notebook and hammock. Put only the chosen word on the matching slips; the host keeps unused words out of view. Split active players as evenly as possible into two visible teams before dealing. There is exactly one imposter across the whole table, not one in each team. Randomly order all active names and deal them alternately to the two teams, leaving their sizes at most one apart. Nobody must sit out to make the teams equal. Keep these full team rosters fixed through the posted rounds. Play: Give each team a separate corner within voice range. Members take two equal ten-second clue turns each without naming the word; the imposter stays with their assigned team and may not arrange private caucuses elsewhere. Reunite; each player gets one ten-second final statement, then every active player simultaneously writes one other active player’s name or PASS. A self-name, multiple names or an unknown name is invalid and scores 0; it contributes no named ballot to the majority. A strict majority of valid named ballots catches the imposter; a tie/no majority/all passes does not. Reveal roles afterward. Anyone may pass on a turn or veto a prompt without explaining. Replace vetoed material neutrally; if it reveals the answer, redeal that unscored round. Safety, comfort and rules questions are always allowed. Revealed players may help time, read public clues or keep scores, but may not leak hidden information. Scoring: Each correct individual identification earns that voter’s team 1 challenge point, including a correct vote naming an imposter on the voter’s own team. Record the raw team total; incorrect, invalid and passed votes add 0. When teams differ by one player, the larger team is offered one additional vote each round. Totals are not adjusted for team size. The joint catch is announced separately; this card awards no extra imposter-escape point. Finish: Finish the same posted number of rounds with those fixed teams and a fresh random imposter each round. Highest raw team accuracy total wins. Ties share, or both teams may choose one extra round with the same full rosters and ordinary correct-ID points; any further tie shares. Everyone keeps their normal role and a pass remains 0. Base option: Keep all game discussion in the assigned corners or joint circle. No private personal information or out-of-room coalition is part of play. Social Deduction uses playful roles such as fake artist, word imposter, and quest mischief. Anyone may pass or veto a prompt. Give each player equal talk time, keep reveals kind, and move revealed players into helper roles. Scores use challenge points. Optional STUD only if pre-agreed before play.
  • Score Comeback Read · Social Deduction as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Comeback Read · Social Deduction; stop at the agreed finish condition.
Partner Reveal Delay · Social Deduction

Keep partner identities hidden until the end of the second clue pass.

  • Keep partner identities hidden until the end of the second clue pass.
  • Use Paired Secret Partners. Selected rule for this version: Announce that the reveal happens only after both speaking passes and locked partner choices. Before then, players may hint within the base code constraints but may not show their slip or directly announce the matching pair. A member who reveals early receives no partner point for that round; the other member is not penalized if their own locked reciprocal read is correct. Record that exception explicitly rather than secretly canceling the partner’s otherwise earned point. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Paired Secret Partners. Setup: Use paper slips, pencils, a timer and a visible score sheet. Choose a nonplaying host who prepares and checks the hidden material; include that host in the 5–12-person gathering. Never use personal secrets or real accusations as game evidence. Prepare enough matching pairs for the even active roster from this complete code list: umbrella/rain, kettle/tea, bicycle/pedal, lighthouse/beacon, suitcase/luggage and telescope/stars. Use exactly one pair per two active players and show that selected pair list before shuffling all its individual slips. Deal one privately to each active player; the nonplaying host records the mapping. Number the N willing players before dealing. With even N, everyone plays in each posted round and no observer is needed. With odd N, one complete cycle has exactly N rounds: player 1 observes round 1, player 2 round 2, and so on through player N. Deal the matching pairs to the other N−1 players each round. Every player then has one offered observer turn and N−1 offered active rounds. Agree to the whole observer cycle before starting; if anyone declines this format, choose an even willing roster together without treating a pass as misconduct. No observer sees slips or the answer key. Repeat only whole cycles if a longer session is wanted. Play: Take two clockwise speaking passes, one ten-second sentence each. Hint at your code without saying either exact word in your listed pair; false claims about your code are allowed. At the end everyone simultaneously writes the name of their guessed partner. Lock all choices, then reveal slips; a reciprocal correct pair has found each other. Do not show slips early or use real private codes. Anyone may pass on a turn or veto a prompt without explaining. Replace vetoed material neutrally; if it reveals the answer, redeal that unscored round. Safety, comfort and rules questions are always allowed. Revealed players may help time, read public clues or keep scores, but may not leak hidden information. Scoring: Each member of a reciprocal correct pair scores 1 partner point. A one-way guess scores 0 for both; observers/helpers do not receive a hidden-role point. Finish: Complete the posted rounds or whole observer cycles before comparing individual partner totals; an interrupted odd-roster cycle has no final winner from unequal appearances. Highest total wins and ties share, or all tied players may choose one fresh round. Keep the ordinary willing roster and nonplaying host, with an even number of hidden partner seats and every tied contender active; any needed observer must be a consenting person outside the tie. Only tied contenders’ extra scores decide their placement; everyone else keeps their settled placement. If that complete role structure or the original minimum gathering cannot be met, share instead. A further tie shares. Base option: Codes stay kind. If a player passes, redeal the next round using an even willing roster; never pressure them to complete someone else’s pair. Social Deduction uses playful roles such as fake artist, word imposter, and quest mischief. Anyone may pass or veto a prompt. Give each player equal talk time, keep reveals kind, and move revealed players into helper roles. Scores use challenge points. Optional STUD only if pre-agreed before play.
  • Score Partner Reveal Delay · Social Deduction as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Partner Reveal Delay · Social Deduction; stop at the agreed finish condition.
Host and Player Split · Social Deduction

A playing host must delegate counts and avoid knowing the role mapping.

  • A playing host must delegate counts and avoid knowing the role mapping.
  • Use Word Imposter Circle. Selected rule for this version: For this version the organizer may play only by giving up answer/mapping knowledge: everyone jointly sees the neutral prompt pool; a nonplaying preparer makes and shuffles the matching slips out of view. The organizer receives one slip like everyone else. Assign scorekeeping and final vote counting to someone else before play; count totals openly without exposing slips until votes lock. A host who prepared or recorded all roles stays outside hidden play. If nobody can prepare privately, keep the base nonplaying host. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Word Imposter Circle. Setup: Use paper slips, pencils, a timer and a visible score sheet. Choose a nonplaying host who prepares and checks the hidden material; include that host in the 5–12-person gathering. Never use personal secrets or real accusations as game evidence. This is a paper house game. For each active player prepare one folded slip: one says IMPOSTER and every other slip has the same neutral object word. Shuffle and deal secretly; the host records who receives which slip. For a ready prompt pool use umbrella, bicycle, kettle, ladder, suitcase, lighthouse, cactus, telescope, sandwich, fountain, notebook and hammock. Put only the chosen word on the matching slips; the host keeps unused words out of view. Before dealing choose blank mode above, or decoy mode: replace the imposter’s slip with a related word labeled IMPOSTER, for example bicycle versus scooter. Everyone knows which information mode is in use. Play: Go clockwise twice; each player offers one short clue about the word, without saying it, spelling it or giving its initial. Give each willing speaker up to ten seconds, and allow a pass. The imposter blends in from the clues. After both passes, give everyone one ten-second final statement. Each active player then secretly writes one other player’s name or PASS; reveal all ballots together. A strict majority of valid named ballots must identify the imposter for a group catch. A tie, no majority or no valid ballots is an escape; show the slips only after ballots are locked. Redeal for the next round; nobody is removed mid-round. Anyone may pass on a turn or veto a prompt without explaining. Replace vetoed material neutrally; if it reveals the answer, redeal that unscored round. Safety, comfort and rules questions are always allowed. Revealed players may help time, read public clues or keep scores, but may not leak hidden information. Scoring: If the majority catches the imposter, each non-imposter gets 1 challenge point. Otherwise the imposter gets 1. Passing is not a named ballot. Do not award an accuracy point just for joining the vote. Finish: Post a finite round count before dealing; use three scored rounds if no longer session is chosen. Total each player’s challenge points after those rounds. Highest total wins; tied players share, or all tied players may agree to one fresh short round. A further tie shares; no one must play a tiebreak. Keep the same full willing playing roster and nonplaying host for that extra round or match; only tied contenders’ extra scores decide their placement, while everyone else keeps settled placement. If the original minimum gathering or this card’s complete role structure cannot be met with every tied contender active, share instead. Base option: Use the two timed clue passes and final statement instead of an open-ended argument. Nobody talks over or shouts down another player. Social Deduction uses playful roles such as fake artist, word imposter, and quest mischief. Anyone may pass or veto a prompt. Give each player equal talk time, keep reveals kind, and move revealed players into helper roles. Scores use challenge points. Optional STUD only if pre-agreed before play.
  • Score Host and Player Split · Social Deduction as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Host and Player Split · Social Deduction; stop at the agreed finish condition.
Safety Pause Free · Social Deduction

Pause or replace a prompt without losing the offered turn.

  • Pause or replace a prompt without losing the offered turn.
  • Use Word Imposter Circle. Selected rule for this version: Anyone may stop a round for comfort or a neutral replacement. Freeze the current speaking order; resume the same offered turn with a neutral prompt when possible. If the change exposes a word or role, collect slips and replay that unscored round with fresh material. No completed earlier score or future offered turn is removed. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Word Imposter Circle. Setup: Use paper slips, pencils, a timer and a visible score sheet. Choose a nonplaying host who prepares and checks the hidden material; include that host in the 5–12-person gathering. Never use personal secrets or real accusations as game evidence. This is a paper house game. For each active player prepare one folded slip: one says IMPOSTER and every other slip has the same neutral object word. Shuffle and deal secretly; the host records who receives which slip. For a ready prompt pool use umbrella, bicycle, kettle, ladder, suitcase, lighthouse, cactus, telescope, sandwich, fountain, notebook and hammock. Put only the chosen word on the matching slips; the host keeps unused words out of view. Before dealing choose blank mode above, or decoy mode: replace the imposter’s slip with a related word labeled IMPOSTER, for example bicycle versus scooter. Everyone knows which information mode is in use. Play: Go clockwise twice; each player offers one short clue about the word, without saying it, spelling it or giving its initial. Give each willing speaker up to ten seconds, and allow a pass. The imposter blends in from the clues. After both passes, give everyone one ten-second final statement. Each active player then secretly writes one other player’s name or PASS; reveal all ballots together. A strict majority of valid named ballots must identify the imposter for a group catch. A tie, no majority or no valid ballots is an escape; show the slips only after ballots are locked. Redeal for the next round; nobody is removed mid-round. Anyone may pass on a turn or veto a prompt without explaining. Replace vetoed material neutrally; if it reveals the answer, redeal that unscored round. Safety, comfort and rules questions are always allowed. Revealed players may help time, read public clues or keep scores, but may not leak hidden information. Scoring: If the majority catches the imposter, each non-imposter gets 1 challenge point. Otherwise the imposter gets 1. Passing is not a named ballot. Do not award an accuracy point just for joining the vote. Finish: Post a finite round count before dealing; use three scored rounds if no longer session is chosen. Total each player’s challenge points after those rounds. Highest total wins; tied players share, or all tied players may agree to one fresh short round. A further tie shares; no one must play a tiebreak. Keep the same full willing playing roster and nonplaying host for that extra round or match; only tied contenders’ extra scores decide their placement, while everyone else keeps settled placement. If the original minimum gathering or this card’s complete role structure cannot be met with every tied contender active, share instead. Base option: Use the two timed clue passes and final statement instead of an open-ended argument. Nobody talks over or shouts down another player. Social Deduction uses playful roles such as fake artist, word imposter, and quest mischief. Anyone may pass or veto a prompt. Give each player equal talk time, keep reveals kind, and move revealed players into helper roles. Scores use challenge points. Optional STUD only if pre-agreed before play.
  • Score Safety Pause Free · Social Deduction as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Safety Pause Free · Social Deduction; stop at the agreed finish condition.
Short-Round Mode · Social Deduction

Use a three-minute discussion window with equal turns.

  • Use a three-minute discussion window with equal turns.
  • Use Word Imposter Circle. Selected rule for this version: Replace the base’s discussion timing with three equal 60-second passes: two clue passes followed by one final-statement pass. Divide each pass equally among active players, with a right to pass, so everyone still receives the same three offered turns. At three minutes lock the normal secret vote directly. Safety/rules/access pauses are outside that window. Keep majority/escape scoring unchanged. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Word Imposter Circle. Setup: Use paper slips, pencils, a timer and a visible score sheet. Choose a nonplaying host who prepares and checks the hidden material; include that host in the 5–12-person gathering. Never use personal secrets or real accusations as game evidence. This is a paper house game. For each active player prepare one folded slip: one says IMPOSTER and every other slip has the same neutral object word. Shuffle and deal secretly; the host records who receives which slip. For a ready prompt pool use umbrella, bicycle, kettle, ladder, suitcase, lighthouse, cactus, telescope, sandwich, fountain, notebook and hammock. Put only the chosen word on the matching slips; the host keeps unused words out of view. Before dealing choose blank mode above, or decoy mode: replace the imposter’s slip with a related word labeled IMPOSTER, for example bicycle versus scooter. Everyone knows which information mode is in use. Play: Go clockwise twice; each player offers one short clue about the word, without saying it, spelling it or giving its initial. Give each willing speaker up to ten seconds, and allow a pass. The imposter blends in from the clues. After both passes, give everyone one ten-second final statement. Each active player then secretly writes one other player’s name or PASS; reveal all ballots together. A strict majority of valid named ballots must identify the imposter for a group catch. A tie, no majority or no valid ballots is an escape; show the slips only after ballots are locked. Redeal for the next round; nobody is removed mid-round. Anyone may pass on a turn or veto a prompt without explaining. Replace vetoed material neutrally; if it reveals the answer, redeal that unscored round. Safety, comfort and rules questions are always allowed. Revealed players may help time, read public clues or keep scores, but may not leak hidden information. Scoring: If the majority catches the imposter, each non-imposter gets 1 challenge point. Otherwise the imposter gets 1. Passing is not a named ballot. Do not award an accuracy point just for joining the vote. Finish: Post a finite round count before dealing; use three scored rounds if no longer session is chosen. Total each player’s challenge points after those rounds. Highest total wins; tied players share, or all tied players may agree to one fresh short round. A further tie shares; no one must play a tiebreak. Keep the same full willing playing roster and nonplaying host for that extra round or match; only tied contenders’ extra scores decide their placement, while everyone else keeps settled placement. If the original minimum gathering or this card’s complete role structure cannot be met with every tied contender active, share instead. Base option: Use the two timed clue passes and final statement instead of an open-ended argument. Nobody talks over or shouts down another player. Social Deduction uses playful roles such as fake artist, word imposter, and quest mischief. Anyone may pass or veto a prompt. Give each player equal talk time, keep reveals kind, and move revealed players into helper roles. Scores use challenge points. Optional STUD only if pre-agreed before play.
  • Score Short-Round Mode · Social Deduction as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Short-Round Mode · Social Deduction; stop at the agreed finish condition.
Recognition Moment · Social Deduction

After reveal, recognize one useful clue, fair defense or kind helper.

  • After reveal, recognize one useful clue, fair defense or kind helper.
  • Use Word Imposter Circle. Selected rule for this version: Finish the base’s vote, reveal and accuracy result first. Offer one short, optional specific acknowledgment, such as “your umbrella clue made the shade clue clearer.” A player may pass on speaking or being singled out. Recognition adds no accuracy point, vote weight or tiebreak advantage. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Word Imposter Circle. Setup: Use paper slips, pencils, a timer and a visible score sheet. Choose a nonplaying host who prepares and checks the hidden material; include that host in the 5–12-person gathering. Never use personal secrets or real accusations as game evidence. This is a paper house game. For each active player prepare one folded slip: one says IMPOSTER and every other slip has the same neutral object word. Shuffle and deal secretly; the host records who receives which slip. For a ready prompt pool use umbrella, bicycle, kettle, ladder, suitcase, lighthouse, cactus, telescope, sandwich, fountain, notebook and hammock. Put only the chosen word on the matching slips; the host keeps unused words out of view. Before dealing choose blank mode above, or decoy mode: replace the imposter’s slip with a related word labeled IMPOSTER, for example bicycle versus scooter. Everyone knows which information mode is in use. Play: Go clockwise twice; each player offers one short clue about the word, without saying it, spelling it or giving its initial. Give each willing speaker up to ten seconds, and allow a pass. The imposter blends in from the clues. After both passes, give everyone one ten-second final statement. Each active player then secretly writes one other player’s name or PASS; reveal all ballots together. A strict majority of valid named ballots must identify the imposter for a group catch. A tie, no majority or no valid ballots is an escape; show the slips only after ballots are locked. Redeal for the next round; nobody is removed mid-round. Anyone may pass on a turn or veto a prompt without explaining. Replace vetoed material neutrally; if it reveals the answer, redeal that unscored round. Safety, comfort and rules questions are always allowed. Revealed players may help time, read public clues or keep scores, but may not leak hidden information. Scoring: If the majority catches the imposter, each non-imposter gets 1 challenge point. Otherwise the imposter gets 1. Passing is not a named ballot. Do not award an accuracy point just for joining the vote. Finish: Post a finite round count before dealing; use three scored rounds if no longer session is chosen. Total each player’s challenge points after those rounds. Highest total wins; tied players share, or all tied players may agree to one fresh short round. A further tie shares; no one must play a tiebreak. Keep the same full willing playing roster and nonplaying host for that extra round or match; only tied contenders’ extra scores decide their placement, while everyone else keeps settled placement. If the original minimum gathering or this card’s complete role structure cannot be met with every tied contender active, share instead. Base option: Use the two timed clue passes and final statement instead of an open-ended argument. Nobody talks over or shouts down another player. Social Deduction uses playful roles such as fake artist, word imposter, and quest mischief. Anyone may pass or veto a prompt. Give each player equal talk time, keep reveals kind, and move revealed players into helper roles. Scores use challenge points. Optional STUD only if pre-agreed before play.
  • Score Recognition Moment · Social Deduction as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Recognition Moment · Social Deduction; stop at the agreed finish condition.
Clean Reset Credit · Social Deduction

Return a complete role set and verify one shared reset point.

  • Return a complete role set and verify one shared reset point.
  • Use Word Imposter Circle. Selected rule for this version: After recording the match result, collect all dealt and spare slips, count the one imposter plus matching-word set, gather pencils and score sheets and remove private ballots from view. A second person checks the complete reusable set. Award 1 shared group process point once; it never moves an individual above another on the accuracy track. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Word Imposter Circle. Setup: Use paper slips, pencils, a timer and a visible score sheet. Choose a nonplaying host who prepares and checks the hidden material; include that host in the 5–12-person gathering. Never use personal secrets or real accusations as game evidence. This is a paper house game. For each active player prepare one folded slip: one says IMPOSTER and every other slip has the same neutral object word. Shuffle and deal secretly; the host records who receives which slip. For a ready prompt pool use umbrella, bicycle, kettle, ladder, suitcase, lighthouse, cactus, telescope, sandwich, fountain, notebook and hammock. Put only the chosen word on the matching slips; the host keeps unused words out of view. Before dealing choose blank mode above, or decoy mode: replace the imposter’s slip with a related word labeled IMPOSTER, for example bicycle versus scooter. Everyone knows which information mode is in use. Play: Go clockwise twice; each player offers one short clue about the word, without saying it, spelling it or giving its initial. Give each willing speaker up to ten seconds, and allow a pass. The imposter blends in from the clues. After both passes, give everyone one ten-second final statement. Each active player then secretly writes one other player’s name or PASS; reveal all ballots together. A strict majority of valid named ballots must identify the imposter for a group catch. A tie, no majority or no valid ballots is an escape; show the slips only after ballots are locked. Redeal for the next round; nobody is removed mid-round. Anyone may pass on a turn or veto a prompt without explaining. Replace vetoed material neutrally; if it reveals the answer, redeal that unscored round. Safety, comfort and rules questions are always allowed. Revealed players may help time, read public clues or keep scores, but may not leak hidden information. Scoring: If the majority catches the imposter, each non-imposter gets 1 challenge point. Otherwise the imposter gets 1. Passing is not a named ballot. Do not award an accuracy point just for joining the vote. Finish: Post a finite round count before dealing; use three scored rounds if no longer session is chosen. Total each player’s challenge points after those rounds. Highest total wins; tied players share, or all tied players may agree to one fresh short round. A further tie shares; no one must play a tiebreak. Keep the same full willing playing roster and nonplaying host for that extra round or match; only tied contenders’ extra scores decide their placement, while everyone else keeps settled placement. If the original minimum gathering or this card’s complete role structure cannot be met with every tied contender active, share instead. Base option: Use the two timed clue passes and final statement instead of an open-ended argument. Nobody talks over or shouts down another player. Social Deduction uses playful roles such as fake artist, word imposter, and quest mischief. Anyone may pass or veto a prompt. Give each player equal talk time, keep reveals kind, and move revealed players into helper roles. Scores use challenge points. Optional STUD only if pre-agreed before play.
  • Score Clean Reset Credit · Social Deduction as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Clean Reset Credit · Social Deduction; stop at the agreed finish condition.
Optional STUD Pre-Agree · Social Deduction

Agree any optional STUD before dealing hidden roles.

  • Agree any optional STUD before dealing hidden roles.
  • Use Word Imposter Circle. Selected rule for this version: Before any hidden roles are dealt, agree any optional STUD amount only among people who choose it. It is settled between people only after the result. Do not convert role-win points or access to a player seat into a new compulsory amount. Keep the base’s rules and scoring intact. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Word Imposter Circle. Setup: Use paper slips, pencils, a timer and a visible score sheet. Choose a nonplaying host who prepares and checks the hidden material; include that host in the 5–12-person gathering. Never use personal secrets or real accusations as game evidence. This is a paper house game. For each active player prepare one folded slip: one says IMPOSTER and every other slip has the same neutral object word. Shuffle and deal secretly; the host records who receives which slip. For a ready prompt pool use umbrella, bicycle, kettle, ladder, suitcase, lighthouse, cactus, telescope, sandwich, fountain, notebook and hammock. Put only the chosen word on the matching slips; the host keeps unused words out of view. Before dealing choose blank mode above, or decoy mode: replace the imposter’s slip with a related word labeled IMPOSTER, for example bicycle versus scooter. Everyone knows which information mode is in use. Play: Go clockwise twice; each player offers one short clue about the word, without saying it, spelling it or giving its initial. Give each willing speaker up to ten seconds, and allow a pass. The imposter blends in from the clues. After both passes, give everyone one ten-second final statement. Each active player then secretly writes one other player’s name or PASS; reveal all ballots together. A strict majority of valid named ballots must identify the imposter for a group catch. A tie, no majority or no valid ballots is an escape; show the slips only after ballots are locked. Redeal for the next round; nobody is removed mid-round. Anyone may pass on a turn or veto a prompt without explaining. Replace vetoed material neutrally; if it reveals the answer, redeal that unscored round. Safety, comfort and rules questions are always allowed. Revealed players may help time, read public clues or keep scores, but may not leak hidden information. Scoring: If the majority catches the imposter, each non-imposter gets 1 challenge point. Otherwise the imposter gets 1. Passing is not a named ballot. Do not award an accuracy point just for joining the vote. Finish: Post a finite round count before dealing; use three scored rounds if no longer session is chosen. Total each player’s challenge points after those rounds. Highest total wins; tied players share, or all tied players may agree to one fresh short round. A further tie shares; no one must play a tiebreak. Keep the same full willing playing roster and nonplaying host for that extra round or match; only tied contenders’ extra scores decide their placement, while everyone else keeps settled placement. If the original minimum gathering or this card’s complete role structure cannot be met with every tied contender active, share instead. Base option: Use the two timed clue passes and final statement instead of an open-ended argument. Nobody talks over or shouts down another player. Social Deduction uses playful roles such as fake artist, word imposter, and quest mischief. Anyone may pass or veto a prompt. Give each player equal talk time, keep reveals kind, and move revealed players into helper roles. Scores use challenge points. Optional STUD only if pre-agreed before play.
  • Score Optional STUD Pre-Agree · Social Deduction as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Optional STUD Pre-Agree · Social Deduction; stop at the agreed finish condition.
Final Round Double · Social Deduction

Double accuracy in one announced final round for all voters.

  • Double accuracy in one announced final round for all voters.
  • Use No Elimination Detect. Selected rule for this version: Before the session starts mark one final round as double accuracy. In No Elimination Detect that means a correct locked individual imposter read earns 2 instead of 1 for every voter under the same rule; incorrect or passed reads stay 0. Keep each player’s same offered clue/statement/vote opportunities. Recognition and any separately used reasoning/process points do not double. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — No Elimination Detect. Setup: Use paper slips, pencils, a timer and a visible score sheet. Choose a nonplaying host who prepares and checks the hidden material; include that host in the 5–12-person gathering. Never use personal secrets or real accusations as game evidence. This is a paper house game. For each active player prepare one folded slip: one says IMPOSTER and every other slip has the same neutral object word. Shuffle and deal secretly; the host records who receives which slip. For a ready prompt pool use umbrella, bicycle, kettle, ladder, suitcase, lighthouse, cactus, telescope, sandwich, fountain, notebook and hammock. Put only the chosen word on the matching slips; the host keeps unused words out of view. Play: Go clockwise twice; each player offers one short clue about the word, without saying it, spelling it or giving its initial. Give each willing speaker up to ten seconds, and allow a pass. The imposter blends in from the clues. After both passes, give everyone one ten-second final statement. Each active player then secretly writes one other player’s name or PASS; reveal all ballots together. A strict majority of valid named ballots must identify the imposter for a group catch. A tie, no majority or no valid ballots is an escape; show the slips only after ballots are locked. Redeal for the next round; nobody is removed mid-round. Anyone may pass on a turn or veto a prompt without explaining. Replace vetoed material neutrally; if it reveals the answer, redeal that unscored round. Safety, comfort and rules questions are always allowed. Revealed players may help time, read public clues or keep scores, but may not leak hidden information. Scoring: Score only the locked end vote: each correct individual identification of the imposter earns that voter 1. The majority catch/escape is announced but adds no separate points. Nobody is removed or scored mid-game. Finish: Post a finite round count before dealing; use three scored rounds if no longer session is chosen. Total each player’s challenge points after those rounds. Highest total wins; tied players share, or all tied players may agree to one fresh short round. A further tie shares; no one must play a tiebreak. Keep the same full willing playing roster and nonplaying host for that extra round or match; only tied contenders’ extra scores decide their placement, while everyone else keeps settled placement. If the original minimum gathering or this card’s complete role structure cannot be met with every tied contender active, share instead. Base option: Use the no-removal format through the end for mixed-experience groups; helpers are optional after the reveal, never a punishment for a suspicion. Social Deduction uses playful roles such as fake artist, word imposter, and quest mischief. Anyone may pass or veto a prompt. Give each player equal talk time, keep reveals kind, and move revealed players into helper roles. Scores use challenge points. Optional STUD only if pre-agreed before play.
  • Score Final Round Double · Social Deduction as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Final Round Double · Social Deduction; stop at the agreed finish condition.
Exact Tie Share · Social Deduction

Share a true points tie unless all tied players request one fresh round.

  • Share a true points tie unless all tied players request one fresh round.
  • Use No Elimination Detect. Selected rule for this version: After the posted accuracy session, share placement by default. If all tied players want one short neutral playoff, redeal fresh roles and a fresh object word for the same complete end-vote procedure. Give every tied competitor equal offered speaking and voting opportunities; the noncompeting host prepares the slips. Further equality shares. Do not compel a playoff or reuse an already exposed answer. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — No Elimination Detect. Setup: Use paper slips, pencils, a timer and a visible score sheet. Choose a nonplaying host who prepares and checks the hidden material; include that host in the 5–12-person gathering. Never use personal secrets or real accusations as game evidence. This is a paper house game. For each active player prepare one folded slip: one says IMPOSTER and every other slip has the same neutral object word. Shuffle and deal secretly; the host records who receives which slip. For a ready prompt pool use umbrella, bicycle, kettle, ladder, suitcase, lighthouse, cactus, telescope, sandwich, fountain, notebook and hammock. Put only the chosen word on the matching slips; the host keeps unused words out of view. Play: Go clockwise twice; each player offers one short clue about the word, without saying it, spelling it or giving its initial. Give each willing speaker up to ten seconds, and allow a pass. The imposter blends in from the clues. After both passes, give everyone one ten-second final statement. Each active player then secretly writes one other player’s name or PASS; reveal all ballots together. A strict majority of valid named ballots must identify the imposter for a group catch. A tie, no majority or no valid ballots is an escape; show the slips only after ballots are locked. Redeal for the next round; nobody is removed mid-round. Anyone may pass on a turn or veto a prompt without explaining. Replace vetoed material neutrally; if it reveals the answer, redeal that unscored round. Safety, comfort and rules questions are always allowed. Revealed players may help time, read public clues or keep scores, but may not leak hidden information. Scoring: Score only the locked end vote: each correct individual identification of the imposter earns that voter 1. The majority catch/escape is announced but adds no separate points. Nobody is removed or scored mid-game. Finish: Post a finite round count before dealing; use three scored rounds if no longer session is chosen. Total each player’s challenge points after those rounds. Highest total wins; tied players share, or all tied players may agree to one fresh short round. A further tie shares; no one must play a tiebreak. Keep the same full willing playing roster and nonplaying host for that extra round or match; only tied contenders’ extra scores decide their placement, while everyone else keeps settled placement. If the original minimum gathering or this card’s complete role structure cannot be met with every tied contender active, share instead. Base option: Use the no-removal format through the end for mixed-experience groups; helpers are optional after the reveal, never a punishment for a suspicion. Social Deduction uses playful roles such as fake artist, word imposter, and quest mischief. Anyone may pass or veto a prompt. Give each player equal talk time, keep reveals kind, and move revealed players into helper roles. Scores use challenge points. Optional STUD only if pre-agreed before play.
  • Score Exact Tie Share · Social Deduction as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Exact Tie Share · Social Deduction; stop at the agreed finish condition.
Kind Reveal Close · Social Deduction

After reveal, offer one useful-clue reflection and close the round.

  • After reveal, offer one useful-clue reflection and close the round.
  • Use Word Imposter Circle. Selected rule for this version: After scoring and revealing the roles, go around once and invite each player to name one useful clue or PASS. Do not blame a missed vote or demand explanations of personal behavior. Finish that optional reflection and collect slips before any fresh deal. It adds no point or vote. Apply that stated change in place of the corresponding base instruction below; all other base instructions remain. Complete base — Word Imposter Circle. Setup: Use paper slips, pencils, a timer and a visible score sheet. Choose a nonplaying host who prepares and checks the hidden material; include that host in the 5–12-person gathering. Never use personal secrets or real accusations as game evidence. This is a paper house game. For each active player prepare one folded slip: one says IMPOSTER and every other slip has the same neutral object word. Shuffle and deal secretly; the host records who receives which slip. For a ready prompt pool use umbrella, bicycle, kettle, ladder, suitcase, lighthouse, cactus, telescope, sandwich, fountain, notebook and hammock. Put only the chosen word on the matching slips; the host keeps unused words out of view. Before dealing choose blank mode above, or decoy mode: replace the imposter’s slip with a related word labeled IMPOSTER, for example bicycle versus scooter. Everyone knows which information mode is in use. Play: Go clockwise twice; each player offers one short clue about the word, without saying it, spelling it or giving its initial. Give each willing speaker up to ten seconds, and allow a pass. The imposter blends in from the clues. After both passes, give everyone one ten-second final statement. Each active player then secretly writes one other player’s name or PASS; reveal all ballots together. A strict majority of valid named ballots must identify the imposter for a group catch. A tie, no majority or no valid ballots is an escape; show the slips only after ballots are locked. Redeal for the next round; nobody is removed mid-round. Anyone may pass on a turn or veto a prompt without explaining. Replace vetoed material neutrally; if it reveals the answer, redeal that unscored round. Safety, comfort and rules questions are always allowed. Revealed players may help time, read public clues or keep scores, but may not leak hidden information. Scoring: If the majority catches the imposter, each non-imposter gets 1 challenge point. Otherwise the imposter gets 1. Passing is not a named ballot. Do not award an accuracy point just for joining the vote. Finish: Post a finite round count before dealing; use three scored rounds if no longer session is chosen. Total each player’s challenge points after those rounds. Highest total wins; tied players share, or all tied players may agree to one fresh short round. A further tie shares; no one must play a tiebreak. Keep the same full willing playing roster and nonplaying host for that extra round or match; only tied contenders’ extra scores decide their placement, while everyone else keeps settled placement. If the original minimum gathering or this card’s complete role structure cannot be met with every tied contender active, share instead. Base option: Use the two timed clue passes and final statement instead of an open-ended argument. Nobody talks over or shouts down another player. Social Deduction uses playful roles such as fake artist, word imposter, and quest mischief. Anyone may pass or veto a prompt. Give each player equal talk time, keep reveals kind, and move revealed players into helper roles. Scores use challenge points. Optional STUD only if pre-agreed before play.
  • Score Kind Reveal Close · Social Deduction as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Kind Reveal Close · Social Deduction; stop at the agreed finish condition.