GAME GUIDES
How to Play Spyfall: Rules, Voting and Your First Round
Spyfall is a social deduction party game where everyone knows the location except one spy. Ask questions, listen for answers that do not quite fit, and find the spy without giving away the place. This guide explains the rules used on this website, which may differ from other editions or house rules.
Play Spyfall onlineWhat you need to play
Gather 3-12 players. You can share one phone, tablet or computer in local mode, or use a private online room with a separate browser for each person. The browser game is free and does not require an account. Online rooms do not provide voice or video, so talk in person or on a separate call.
Choose Classic Spyfall and a location pack. The local game has Everyday and Adventures packs; online setup shows the packs available from the server. You do not need printed cards. The website deals the assignments, keeps the timer and records session scores.
Locations, roles and private cards
Every civilian receives the same location and an individual role. At a hospital, for example, a civilian might be a doctor, nurse or patient. One player receives the spy card instead of the location. The spy has to infer the place from the conversation.
Read your card privately, hide it and acknowledge that you are ready. On one shared device, conceal the screen before passing it to the next person. Do not read the location or role aloud. Cards also hide when you switch tabs or apps, and you must deliberately reveal them again.
How a Spyfall round works
Once everyone acknowledges their card, the discussion timer begins and the game names the first asker. Direct each question at a specific player. Ask about things someone at the location would understand, but avoid naming the place or a giveaway detail.
For example, “Would you come here for work or for fun?” gives a civilian room to answer from their role. An answer that seems strange is a reason to ask a follow-up, not proof of being the spy. Different roles can genuinely have different experiences of the same place.
- Read, hide and acknowledge every private card.
- Start with the displayed first asker and take turns asking questions.
- Listen for consistency while keeping the location secret.
- Call a vote during discussion, or let the discussion timer bring you to voting.
Voting and the final location guess
A strict majority must choose the spy. That means more than half of all players, not just the people who submitted a ballot. With six players, four votes are needed; three is not enough. A tie, no majority or accusing a civilian gives the spy the win.
If the group catches the spy, the round is not over yet. The caught spy gets one final location guess. A correct guess wins for the spy. An incorrect guess or an expired guess timer wins for the civilians. Avoid revealing the location during discussion, even when you feel sure who the spy is.
Local groups can use concealed ballots by passing the device or choose the labeled host-entered result after voting aloud. Online, the server resolves votes and deadlines. These rules describe this browser game; do not assume scoring or accusation rules from another edition apply.
Scoring, rematches and beginner tips
Each winning player earns one point. A rematch retains session scores, rotates the starting player and deals new assignments. Local scores exist only in the current session; reloading resets the game.
For your first round, use familiar locations and give brief, believable answers. As a civilian, explain enough to show that you belong without naming something unique to the place. As the spy, compare several answers before settling on a location. Do not rely only on who sounds nervous: learning the game can make anyone hesitate.
These guides describe the games implemented on this website. For a compact reference, see the browser game rules. Read this guide as plain text.