How to play the imposter game
The imposter game rules step by step, how many imposters for your group, a scoring system worth keeping, and how to give a clue that does not give the word away
The imposter game is a party game for three or more people. Everyone is secretly given the same word except the imposter, who is told only that they are the imposter. One at a time, each player gives a one-word clue to show they know the word, and then the group votes on who did not. A caught imposter still has one way out: guess the word, and the round is theirs.
That fits in a paragraph, which is most of why it spread. Arnau Solé, writing for Tampere University's PlayLab, calls it a minimalistic social deduction game built around a hidden word and one player who does not know it. He wrote in February 2026 that it had emerged as a social media trend over the month before. Its older home, he says, is dorm rooms, long train rides and family meals.
The rules below are one complete way to play, with the choices groups argue about marked as choices. The scoring is the system Decka's live imposter game uses, and it works just as well on paper.
Start from one of these
Each one opens in your dashboard, ready to run. You can change every word of it.
Imposter game night
The imposter game for a whole room. Everyone but the imposter gets the secret word on their phone, types a one-word clue, and votes on who didn't know it, with the clue wall and the scores on the big screen.
5 slides · 1 activity
Imposter game rules, step by step
- Pick a word and deal it in secret. Every player but the imposter learns the word. The imposter learns only that they are the imposter, plus the word's category if you play with the hint.
- Look at your card where nobody can see it. Then hide it and keep your face still.
- Give one clue each, in turn. Start with a player the dealer picks and go round to the left, one word each. It cannot be the word itself or a form of it, so "pizzas" is out when the word is pizza.
- Talk it over. Find the clue that does not fit, and ask its owner to explain it.
- Vote. On a count of three, everyone points at the player they think is the imposter. The player with the most votes is caught, and a tie at the top catches nobody.
- Reveal. The caught player shows their card.
- The last guess. A caught imposter gets one guess at the word. Right, and the imposter steals the round. Wrong, and the crew wins it.
- Score it and deal again, with a new word and a new imposter.
Somebody has to deal, and the dealer cannot play that round, because the dealer knows the word and who has the blank. The classic answer is a bowl. Solé describes the old version as a physical bowl full of folded papers, each with the word or an empty space. Whoever writes the slips sits that round out. A phone that deals in private lets everyone play.
The order matters more than it looks. The imposter has no word, only the clues given before their turn, and every one of them narrows the word down. The later the imposter goes, the more they have to bluff from. Going first, with nothing to hear, is close to a certain catch.
So play with a house rule: the imposter never goes first. The dealer knows who has the blank, so the dealer picks a player holding the word to start. Everyone then knows the first player has the word, which is a fair price for a round the imposter can actually play. When the clues go in turns, Decka's lobby says so before the game starts: "The imposter never goes first".
Agree on one rule before the first clue: what counts as a word. Decka's room prints it under every clue box, "One word is the rule.", and checks nothing, so the room is the referee. Compound words, numbers and sound effects are the usual arguments, and the room settles them by a show of eyebrows.
How many imposters for your group size
One imposter for every eight players, rounded up, is the rule Decka's room deals by when the count is left on Auto. Whatever count you choose, keep the imposters to a third of the group at most, so the crew always outnumbers them.
| Players | Imposters |
|---|---|
| 3 to 8 | 1 |
| 9 to 16 | 2 |
| 17 to 24 | 3 |
| 25 to 32 | 4 |
| 33 to 40 | 5 |
Three players is the minimum and a thin game: one suspect and two judges. Four is better, and six to eight is where the clue wall starts to get interesting.
With more than one imposter, decide whether they know about each other. In Decka's room they do not. Each one bluffs alone, and two imposters can end up voting each other out, which is the best thing that happens all evening. Some groups tell the imposters who the others are, in private, so they can play as a team.
Past about forty players the clue wall is too long to read in a minute. Decka's lobby warns the host at that size, "A long clue wall: rounds slow down past 40 players.", and still lets the game start. For a room that big, two games run better than one.
Should the imposter get a hint?
Give the imposter the word's category for the first few games. A card that says "Food" gives the imposter something to bluff with, and a bluff the room can almost believe is what makes the vote hard. Without it, the imposter's first clue is a guess at the whole language, and most rounds end at the first vote.
Turn the hint off once a group is catching the imposter every time. Decka's lobby shows the choice to the whole room before the game starts: "The imposter sees the category", or "No hint for the imposter". Nobody can claim afterwards that they did not know.
With your own list of words there is no category to show, so the imposter plays without a hint whatever you choose. Pick the categories with that in mind: a list of eight office in-jokes and no hint is a very short game.
Imposter game scoring, round by round
Play three rounds or more, with a new imposter each time, and keep a running score. A single round decides only who got lucky with the deal. This is the table Decka's room scores by, and the last column is the same table divided by fifty, for tally marks on paper.
| What happened | Points | On paper |
|---|---|---|
| A crew player voted for an imposter | +50 to that player | 1 |
| The crew caught an imposter and the last guess missed | +100 to every crew player | 2 |
| An imposter was not caught | +200 to that imposter | 4 |
| A caught imposter guessed the word | +150 to that imposter, and no catch bonus for the crew | 3 |
Each line does a job. Escaping pays the most because it is the hardest thing in the game. The vote pays each player for their own read, so following the crowd onto the wrong person scores nothing. The catch bonus is shared, which gives the crew a reason to persuade each other rather than just to be right. The guess pays less than escaping, but enough that a caught imposter keeps playing to the last second.
A crew player's vote still counts when a caught imposter guesses the word. They spotted the imposter, and the table pays them for it.
How to give a good clue in the imposter game
A crew clue has two jobs that pull against each other. It has to prove you know the word, and it must not tell the imposter what the word is. The clue that does both is rarely the first one you think of, and it is often not the one that looks obvious.
Word-association data shows the trap. The University of South Florida's norms recorded the first word people wrote when shown another. Shown "pizza", 20 of 148 wrote "cheese" and 14 of 148 wrote "pepperoni". Shown "pepperoni", 129 of 152 wrote "pizza". Shown "cheese", the top answers were mouse, cracker and milk, and pizza was not among them.
So "pepperoni" hands a listening imposter the word, and "cheese" proves you know it while pointing three other ways. Beach works the same way. Shown "sand", 91 of 127 people wrote "beach". Shown "towel", 2 of 148 did.
Prefer a clue with another meaning. "Trunk" for elephant is safe because most people hear a car. Shown "trunk", 49 of 147 wrote "car" and only 18 of 147 wrote "elephant".
Be specific enough to prove it. "Food" for pizza proves nothing, and it is exactly what an imposter holding the food hint would say. A clue that only someone holding the word would choose is the one that clears you.
Skip the first clue that comes to mind. It is the clue everyone else is about to give, and the likeliest to point straight back at the word. The second or third is usually safer and still proves you know it.
How to play the imposter and not get caught
You start with the category, if the hint is on, and nothing else. Your clue has to fit the category without committing to any one word in it.
Fit the middle of the category. With "Animals", a clue such as "zoo" or "fur" fits a dozen words and points at none of them. Avoid the very vaguest clue on the wall, though. "Animal" for an animal is what an imposter says.
Listen to every clue before yours. Each one narrows the word down, so the later your turn, the more you have to go on. An early turn leaves you the category alone, so fit its middle. In Decka's room each clue lands on the big screen the moment it is sent, and your phone lists "The clues so far" as they arrive. That holds when the room writes at once too, so a short wait can buy you a clue or two before your own clock runs out. Played everyone at once on paper, nobody's clue is visible until every clue is in, and your clue is a bet on the category alone.
Use the discussion. Ask other players to explain their clues, and agree with the room's suspicion when it lands on someone else. An imposter who asks good questions sounds like crew.
Save your best thinking for the last guess. The word is whatever every clue on the wall has in common. Read them as a set rather than one at a time.
How to catch the imposter
Vote on the clues, not on faces. Bond and DePaulo pooled the studies of people trying to tell lies from truths in real time, with 24,483 judges in all. They were right 54% of the time, where a coin toss gets half. The same review found that people appear deceptive when motivated to be believed.
That last finding describes a crew player who has just been accused. Someone pleading to be believed looks shifty, whether or not they are lying. So the nervous player is weak evidence, and the clue wall is strong evidence.
Read the wall for the clue that fits the category but no other clue on it. Ask that player what made them choose it. A crew player can usually explain the link in one sentence, and an imposter has to invent one on the spot.
Weigh each clue by its place in the order. The first player had no clues to copy, so a first clue that fits is strong proof. A late clue proves less, because a late imposter had every clue before it to build from.
Imposter game variants
No hint. The imposter gets no category. It is the hardest version for the imposter, and the right one once the crew catches the imposter every round.
Several imposters. Deal one per eight players, as in the table above, and decide whether they know each other.
A decoy word. The imposter gets a similar word instead of a blank, such as tiger when the crew has lion, and is not told they are the imposter. Solé's favourite variant is this one, so you can see how everyone acts when they are convinced they are innocent. Decka's room does not deal decoy words, so play this one on paper.
No last guess. A caught imposter is simply caught. The game gets shorter and the crew's clues can afford to be more obvious, which makes it a gentler version for children.
Everyone at once. Every player writes a clue at the same time, and the clues are read out together. Nobody hears a clue before giving one, so the imposter bluffs on the category alone. It is faster too, which suits a big group. Decka's room plays a big group this way, but puts each clue on the screen the moment it is sent, so a late writer has a few clues to go on.
Two clues each. Go round twice, in the same order, before the vote. The imposter's second clue can build on a full lap, and the crew get two clues from everyone to compare. The second lap is where imposters who bluffed well the first time come apart. In Decka's room, set "Clues go round" to "Twice".
Your own words. A list about something your group shares, written to the tests in the imposter game words guide.
Common mistakes that spoil a round
The dealer plays. Whoever wrote the slips knows the word and the imposter. Deal from a phone, or sit the dealer out.
The word somebody does not know. A player who has never heard the word looks exactly like the imposter. Swap it the moment anyone asks what it means, and choose from a list built for this.
The giveaway clue. "Pepperoni" for pizza feels like an honest clue, and it hands a caught imposter the word.
Voting one by one. The first person to name a suspect pulls the next three along. Count to three and vote together, or vote on phones.
Voting for the quiet one. Quiet is not evidence, and neither is nervous. Vote on what people said.
Forgetting the last guess. It is what makes the crew's clue choice matter. Leave it out on purpose for children, never by accident.
Playing the imposter game on phones and a big screen
Decka's imposter game runs the whole round with phones and one shared screen. Players join with a code, with no app and no account, and the host presses "Start the game" once three people are in. Every phone shows "Hold to see your card", so nobody's screen can be read across the table.
How the clues come is set to Auto unless the host changes it. Auto decides at every deal: up to ten players give their clues in turns, and more than ten write them all at once. A big room in turns waits a long time for its last clue. The lobby says which it will be for the players already in, such as "8 players: clues in turns" or "12 players: everyone at once, staggered clocks". A host who wants the same way every round can choose "In turns" or "Everyone at once" instead.
In turns, the order is drawn at random each round, and the house rule above is on unless the host turns it off. The big screen lays out every name in that order, lights up the player whose turn it is, and says who is up next. Each turn has its own clock, 20 seconds by default. A clue lands on the screen the moment it is sent, so every player sees the clues before theirs. A turn whose clock runs out is passed, and the wall says "passed". A pass is evidence too.
When everyone writes at once, each player has a clock of their own, of up to the full clue time, 60 seconds by default. The clocks are staggered: each is the clue time or up to 10 seconds less, and never under 10 seconds. The screen says "Write your clue" over a wall of cards face down, with one clock and a count such as "7 of 12 clues in". Each card turns over the moment its clue is sent, so a later writer reads the clues before theirs, as in turns.
Either way, a clue cannot be changed once it is sent. After the clues the screen says "All the clues are in", and the room talks under "Who doesn't know the word?". The vote happens on phones: "Tap the name you suspect. You can change it until time's up."
The reveal shows how many votes each player got, never who voted for whom, which keeps a work room friendly. Then the imposter cards turn over. A caught imposter gets one guess on their phone while the screen says "One guess. Get it, and they steal the round." The word appears at the end of the round, with the scores.
The host runs it from their own phone, which never shows a secret: "Skip the discussion", "End the vote now", "+15 seconds" and "Next round". In turns it also names the player who is up, as in "Skip Sam", for a turn that has stalled. If a caught imposter's guess is nearly right, such as "theater" for "theatre", the host can press "Close enough" and count it.
The room's settings, and what a new game starts with:
| Setting | Default | Range |
|---|---|---|
| Rounds | 3 | 1 to 10 |
| Imposters | Auto | Auto, or 1 to 5 |
| Hint | The category | The category, or none |
| Clues | Auto | Auto, in turns, or everyone at once |
| Turn time | 20 seconds | 10 to 60 seconds |
| Laps | 1 | 1 or 2 |
| An imposter may take the first turn | Off | On or off |
| Clue time, everyone at once | 60 seconds | 15 to 120 seconds |
| Talk time | 60 seconds | 0 to 300 seconds |
| Vote time | 40 seconds | 15 to 120 seconds |
| Last guess | On | On or off |
A talk time of zero goes straight from the clues to the vote. Turn time, laps and the first-turn rule apply in turns, and the clue time when everyone writes at once. The word lists the room deals from, all 360 words, are in imposter game words, with links that open the generator on any one of them.
For a group around one phone, the free imposter game generator deals the same cards on one phone. Choose the categories and the number of players, press "Deal the cards", and pass the phone round. Each player taps to see their card, then presses "Hide my card" before handing it on. After the last card it names who starts, never an imposter, and the clues go round to the left from there.
FAQ
Common questions
How do you play the imposter game?
Everyone is secretly given the same word except the imposter. One at a time, each player gives a one-word clue that shows they know the word without giving it away, then the group votes on who the imposter is. If the imposter is caught, they get one guess at the word, and a right guess steals the round.
How many players do you need for the imposter game?
At least three, and four or more make a better game. Between six and eight players is the sweet spot for one imposter. Decka's live room plays up to about forty on their own phones, and warns the host above that.
How many imposters should there be?
One for every eight players, rounded up. That is one imposter for three to eight players, two for nine to sixteen, and three for seventeen to twenty-four. Never deal more than a third of the group, so the crew always outnumbers the imposters.
What happens if the imposter guesses the word?
A caught imposter who guesses the word steals the round. In Decka's scoring the imposter gets 150 points and the crew lose their catch bonus, though crew players who voted for the imposter keep the points for that vote.
What happens if the vote is a tie?
Nobody is caught. A tie at the top of the vote means the imposter escapes that round, so it pays the crew to settle on one suspect before the vote.
Does the imposter get a hint?
Usually the category, such as "Food" or "Animals", so the imposter has something to bluff with. Play without the hint once your group catches the imposter every round. With your own list of words there is no category, so the imposter plays without one.
How do you score the imposter game?
Decka's room gives 50 points to each crew player who votes for an imposter, and 100 to every crew player when they catch one. An imposter who escapes gets 200, and a caught imposter who guesses the word gets 150. On paper, divide by fifty and keep tally marks.
Who goes first in the imposter game?
Anyone but the imposter, picked at random each round. Going first is the imposter's worst place, because every clue narrows down the word and the first player has heard none. Decka's free generator picks who starts this way, and so does the room when the clues go in turns. In the room, a host can switch on "An imposter may take the first turn".
Can you play the imposter game on one phone?
Yes. Decka's free imposter game generator deals the cards on one phone that the group passes round. Each player taps to see their card and hides it before handing it on. The generator then names who starts, and the group goes round giving clues out loud before the vote.
Can you play the imposter game online?
Yes. In Decka's room everyone joins from their own phone with a code, so it works on a video call as well as in one room. Share the big screen on the call, and every player sees the clue wall and votes from their phone.
Run this with your own team
Start free, no credit card. Your audience joins from their phones with a code — nothing to install.