Skip to activities
← Back to games

Social deduction / Your play guide

Spyfall

Most players know the same place; the spy knows only that they are the spy. Questions must prove you know enough without giving the location away. This guide uses the physical base game and a curated location pool that leaves out unsuitable settings. Cards stay hidden until a vote or the spy’s own reveal ends the round.

3–8 peopleFive rounds, each with up to eight minutes of questioningSpyfall base-game location decks and reference list, a standalone eight-minute timer, paper and pen for scores.
Adults asking each other questions with private role cards.
In this guide

The quick version

Deal one spy and matching location cards. Ask one person a question; that person answers, then questions someone other than their asker. Any player may call one unanimous accusation vote per round. The spy may instead reveal and guess the location before an accusation stops play. After eight minutes, vote once more. Score the outcome and play five rounds.

Get ready

Saved on this device only — clearing your browser's cache or site data removes them (no account backup).

Prepare the location decks

Before play, everyone reviews the available locations. Remove the Nightclub and Casino decks and any other setting your group does not want; use only the agreed remaining list. This clean location pool is a house selection. For each deck, keep its spy card on the bottom beneath its seven matching location cards.

Choose a dealer. Turn the prepared bags face down and mix them; the dealer selects one without seeing its faces. Take exactly as many cards from the bottom as there are players, so the spy is included, shuffle those cards and deal one secretly to each person. Set unused cards aside unseen. The dealer plays too. Ignore printed character roles for the first game.

Question, answer and watch for a slip

Start eight minutes. The dealer names a player and asks one question. That person answers once, then asks somebody else; they cannot immediately question the person who just asked them. Follow-up questions are not part of the turn. No card may be shown as proof.

For a place involving travel, “What would you carry here?” is safer than naming its vehicles. This original example illustrates the tension: vague answers create suspicion, very precise ones educate the spy. The spy asks and answers normally while inferring the location.

Once per round, each player may pause the timer to nominate a suspect. Every other player except that suspect votes. Only unanimous agreement ends the round. A correct accusation gives each non-spy 1 point and gives its initiator 1 extra point. A unanimous wrong accusation gives the spy 4 points. If voting is not unanimous, resume the timer and the interrupted questioning.

Before somebody stops play to accuse, the spy may reveal their card, consult the agreed location list and make one location guess. A correct guess earns the spy 4 points; a wrong guess earns each non-spy 1. Once an accusation has stopped play, the spy cannot escape it by guessing.

At eight minutes, stop questioning, discuss briefly and choose a final suspect. Everyone except that suspect must agree. A correct unanimous choice gives each non-spy 1; a wrong unanimous choice gives the spy 4; no unanimous choice gives the spy 2. There is no early-accusation bonus at this timeout vote.

Play five separate rounds

Record scores, return the used deck to its bag and set it aside for this session. The previous spy deals the next random unused deck. After five rounds, highest total wins; tied leaders share the win as this guide’s tiebreak convention. An accidentally exposed location voids only that round; replace it with an unused deck.

Already know the game?

Ideas & Twists

Choose a variation together before you start.

Spyfall · See main rules

Published option

Location roles

Non-spies answer from the printed role on their card, such as an employee rather than a visitor. Agree this before dealing; the spy still improvises a believable role. Timing, votes and points stay unchanged.

Spyfall · See main rules

House suggestion

Short answers

Limit every answer to five words. Questions retain their normal form. If someone accidentally exceeds the limit, finish the answer and apply the limit next time; add no penalty. Keep all normal win and vote rules.

Spyfall · See main rules

House suggestion

Yes-or-no questions

Each question must be answerable with yes, no or sometimes. The answerer chooses only one of those responses. If a question does not fit, ask a replacement before answering. Continue for eight minutes with ordinary accusation and scoring rules.

Spyfall · See main rules

House suggestion

Small location pool

Choose exactly eight suitable location decks together before starting. Everyone may study that list. Randomly use five different decks for the session. The smaller possibility set helps the spy, so compare scores only within this format.

Spyfall · See main rules

House suggestion

Clockwise questioning

Replace free choice of target with a clockwise circuit: each player asks their left neighbor. Skip the usual no-immediate-return restriction when only three play and it would conflict. Everyone must still answer in turn; accusations and the spy’s guess may interrupt normally.

About this guide

Rules and points follow the linked Cryptozoic base-game rulebook. The clean location selection, shared ties, accidentally exposed-round remedy and labelled house changes are editorial. Printed roles are an official option.

Ready for something different?

Find another game →

Saved on this device only — clearing your browser's cache or site data removes them (no account backup).

Turn on JavaScript to see games saved in this browser.

How we play

Four letters. One way to show up.

Show up.

Bring the effort or the willingness to join.

Try stuff.

Take the shot, try the Twist, join the round.

Uplift the group.

Include people and keep the room moving.

Do it fair.

Call it clean and respect the group.

STUD Sportsmanship

All challenges, rule calls, scoring decisions, and outcomes should be handled in good faith. If a challenge is phrased unclearly or leaves out a detail that later becomes relevant, resolve it according to the original intent of the group and the fair spirit of the activity, not by exploiting loopholes or technical wording. If an unforeseen circumstance, ambiguity, or disputed dynamic arises, participants should work together respectfully to reach the fairest interpretation. Where no agreement can be reached, the matter should be decided by the group, event host, or an agreed neutral third party.

Socialize. Play. STUD.