GAME GUIDES
Secret Words: How to Play the No-Word Imposter Game
Secret Words is the no-word variant of the Words imposter game on this website. Most players receive the same secret word. One imposter receives no word and knows they are the imposter. Everyone gives clues, then the group tries to identify who is improvising.
Play Secret WordsSetting up Secret Words
Gather 3-12 players and choose Secret Words in setup. Use one shared device for local play or a private online room with one browser per player. No account is needed. For remote online play, arrange your own call; the site does not include voice or video.
Choose a word pack and 1-3 clue rounds. Local play offers Everyday, Nature and Kitchen packs. Online setup shows the server catalog rather than guaranteeing the same pack selection. Read your private card, conceal it and acknowledge that you are ready before clues begin.
Giving clues in order
The game displays whose turn it is. Give a short clue related to the secret word without saying the word itself. The imposter has to learn from other players and give a clue that sounds plausible. Starting later may provide more information, so the first clue giver rotates on rematch.
Online clues are typed, limited to 80 characters, and have a 60-second turn deadline. If a turn expires, it is skipped. Local groups give their clues aloud and follow the displayed order on the shared device. After the selected number of clue rounds, discuss the clues and vote.
- Read and acknowledge the concealed cards.
- Give one clue on each of your displayed turns.
- Compare clues after the chosen 1-3 rounds.
- Vote for the person you think has no word.
- If the imposter is caught, wait for their final word guess.
An example round with the word Bicycle
Suppose the civilians receive “Bicycle.” One player might say “commuting,” another “balance,” and another “outdoors.” These clues point toward a shared idea without simply saying the answer. The imposter might infer a kind of transport and offer “traffic,” which could fit but deserves discussion.
A broad clue is not automatically wrong, and a very precise clue can be dangerous: it may teach the imposter the word. Ask why clues fit without announcing the secret before the final guess is over. This is an illustration of clue play, not a fixed set of clues you should use every time.
Voting, the final guess and winning
A strict majority must catch the imposter: more than half of all players. With five players, three matching votes are enough. With six, you need four. A tie, no majority or accusing a civilian gives the imposter the win.
A caught imposter gets one typed word guess. If the guess is correct, the imposter wins despite being identified. An incorrect guess or an expired guess timer gives the civilians the win. Capitalization and extra spaces are ignored, and explicit listed aliases are accepted, but the game does not fuzzy-match misspellings.
Each winning player receives one point. Rematches keep session scores and deal new assignments. No-word online results keep secret assignments private, unlike Similar Words results, which reveal the pair and groups.
Tips for civilians and the imposter
For civilians, choose a clue that demonstrates a real connection but leaves several words possible. Listen to the relationship between clues instead of only looking for the most unusual word. Another civilian may think of a different use, memory or category.
For the imposter, use earlier clues to form a small set of possibilities and stay consistent. Repeating someone else’s clue adds little evidence that you know the word. If your group would rather everyone receive a word without knowing their group, try Similar Words instead; that variant has no final guess.
These guides describe the games implemented on this website. For a compact reference, see the browser game rules. Read this guide as plain text.