🔦 The Spy
Everyone knows the place — except the spy. Ask sly questions, catch the outsider, or bluff your way out.
Everyone gets a secret card. Most players see the same location and their role there — say, “Airplane — pilot”. One player is the spy: their card only says “You are the spy”.
How a round goes
• Check your card secretly and tap “Ready”. The clock starts when everyone is ready.
• The app picks who asks first. Ask anyone a question about the place: “What do you usually wear here?”. Whoever answers asks the next question — just not back to the person who asked them.
• Answers should prove you know the place without giving it away to the spy. The spy listens, bluffs and tries to work out where you are.
• Cross out locations on the list as you rule them out — only you see your notes.
Accusations
• Once per round anyone can accuse a player. Everyone except the accused votes. If all say “yes”, the accused shows their card: a spy — the town wins; innocent — the spy wins. One “no” and the game goes on.
• The spy can tap “I know the location!” at any moment and pick it from the list. Right — the spy wins; wrong — the town wins.
• When the clock runs out, everyone votes for a suspect. The player with the most votes is revealed. A tie saves the spy.
Points
• Spy: +2 for surviving, +4 for guessing the location or getting an innocent convicted.
• Town: +1 each when the spy is caught or guesses wrong; +2 for whoever started the successful accusation.
• With two spies (7+ players) they do not know each other. After the last round the highest score wins.