Civilians
Goal: Find the imposter through clues and discussion.
Win condition: Civilians win when they vote out the imposter and the imposter fails the final word guess.
Use this rules page as a quick reference before a round. It explains the setup, what each role is trying to do, how voting works, and which house rules keep the game fair.
Quick Answer
To play the Imposter Game, the generator gives most players the same secret word and gives one imposter a related but different word. Players privately reveal roles, give clues without saying their word, discuss suspicious clues, and vote. Civilians win by catching the imposter and blocking the final guess; the imposter wins by surviving or guessing the civilian word.
| Setting | Recommended | Notes |
|---|---|---|
| Players | 4 to 10 players | 5 to 8 players is the easiest range for quick clues and fair voting. |
| Imposters | 1 imposter by default | Use 2 imposters only for larger or experienced groups. |
| Round length | 10 to 20 minutes | Use shorter clue timers for experienced players and longer discussion for new groups. |
| Difficulty | Easy, Medium, or Hard | Easy uses concrete words. Hard uses abstract or close word pairs that demand better bluffing. |
| Mode | Online Room or Pass & Play Offline | Online Room works across phones. Pass & Play works with one shared phone. |
Goal: Find the imposter through clues and discussion.
Win condition: Civilians win when they vote out the imposter and the imposter fails the final word guess.
Goal: Blend in without knowing the civilian word.
Win condition: The imposter wins by surviving the vote or by correctly guessing the civilian word after being caught.
Four players receive "Coffee"; one imposter receives "Tea".
Players say "morning", "caffeine", "mug", "hot", and "breakfast".
The group questions "breakfast" because it is broad enough to fit many drinks and meals.
Three players vote for the breakfast clue. That player is revealed as the imposter.
The imposter guesses "Coffee". If correct, the imposter steals the round. If wrong, civilians win.
A clue like "espresso" for Coffee can reveal the word to the imposter immediately. Use clues that prove knowledge without handing over the answer.
If the imposter speaks late every round, they can borrow the safest category. Rotate the first speaker each round.
Fast votes feel efficient but remove the best deduction phase. Ask each suspicious player to defend their clue first.
If the words are unrelated, the imposter is obvious. Pick pairs that share a category but differ enough to create suspicious clues.
New groups can let every player give two short clues before discussion starts.
Players cannot reuse a clue already spoken in the same round.
Give each accused player 20 seconds to explain their clue before voting.
The previous round winner gives the first clue in the next round.
One player is secretly assigned as the imposter and receives a related but different word. Everyone gives clues, discusses suspicious answers, votes, and then checks whether the imposter can survive or guess the civilian word.
Civilians win by voting out the imposter and stopping the imposter from correctly guessing the civilian word during the final guess.
The imposter wins by avoiding the vote or by correctly guessing the civilian word after being voted out.
No. A clue can relate to the secret word, but saying the word itself or spelling it out should invalidate the clue.
The game works with 4 to 10 players, but 5 to 8 players usually creates the best mix of clue variety, discussion, and voting pressure.
Beginners should start with easy concrete topics such as food, animals, school, or office items. Hard topics are better once the group understands bluffing and clue discipline.
Open the generator, choose a topic pack, and use these rules as your quick reference while the group learns.