Spyfall rules
Spyfall is a social deduction party game where one player is secretly the spy.
At the beginning of each round, every non-spy receives the same secret location along with a unique role connected to it. The spy does not know the location and must uncover it by carefully listening to the conversation while avoiding suspicion. Meanwhile, the non-spies work together to expose the spy without revealing too many clues.
Game Setup
- 1
Create a room and invite your friends with the room code or invite link.
- 2
Players join from their own phones, tablets, or computers.
- 3
The host selects the round timer, number of spies, and location set.
- 4
Start the game.
Spyfall Online supports 3-12 players with one or two spies.
Roles
Non-Spies
- Know the secret location.
- Receive a role related to that location.
- Work together to identify the spy without revealing the location.
Spy
- Does not know the location.
- Learns by listening carefully to every question and answer.
- Must blend in long enough to avoid suspicion or correctly guess the location.
How a Round Works
Players take turns asking one another questions about the hidden location. Questions should help determine who belongs without making the answer obvious to the spy.
After answering, the responding player chooses another player to question. There is no fixed order, allowing the conversation to naturally shift toward whoever seems most suspicious.
The challenge is finding the right balance. Questions that are too specific may reveal the location, while questions that are too vague may make innocent players appear suspicious.
Pay attention to hesitation, contradictions, and answers that could fit almost anywhere. At the same time, remember that honest players can make mistakes or become nervous under pressure.
Ending the Round
A round ends in one of three ways:
OUTCOME 1
The Players Accuse the Spy
If the group believes they know who the spy is, they may accuse that player. A correct accusation gives the victory to the non-spies. An incorrect accusation allows the spy to escape.
OUTCOME 2
The Spy Makes a Guess
Before being caught, the spy may reveal themselves and attempt to identify the secret location. A correct guess wins the round for the spy. An incorrect guess gives the victory to the non-spies.
OUTCOME 3
Time Runs Out
If the timer expires before the spy is identified, the spy wins the round.
Strategy Tips
If You Know the Location
- Ask questions another non-spy can answer naturally.
- Share enough information to prove you belong, but avoid revealing the location directly.
- Watch for inconsistent, hesitant, or overly generic answers before making an accusation.
If You Are the Spy
- Listen more than you speak.
- Match the level of detail used by the other players.
- Build a picture of the location from every conversation.
- Guess the location only when you believe you have enough information to be right.