Who is the Spy?

Who is the Spy?

Everyone gets a secret word — except the spy, who gets a similar-but-different one. Drop one-word hints, then vote out the imposter.

Have a room code?

How to play Who is the Spy?

Everyone gets a secret word — except the spy, who gets a similar-but-different one.

Take turns dropping a one-word hint. Vote out who you think is the imposter.

Civilians win if the spy is caught; the spy wins if only two players remain.

How to play Who is the Spy?

Everyone in the room gets a secret word. Everyone except one player, who gets a word that is close to it but not it — the room has coffee and the spy has tea. Nobody is told which they are, so the spy’s first job is working out that they’re the spy at all.

Then you go round the table giving one-word hints about your word, and vote out whoever sounds wrong. The civilians win if they catch the spy. The spy wins by surviving until only two players are left.

What makes somebody good at it

If you have the common word, the instinct is to prove you have it, and that instinct is what loses the game. A hint precise enough to clear you is precise enough to hand the spy your word, and a spy who knows the word can hide behind it for the rest of the round. Stay one notch vaguer than feels comfortable: specific enough that the room can tell you belong, loose enough that somebody who has the wrong word still can’t tell what the right one is.

If you are the spy, you usually find out on the second or third hint, when the room says something your word can’t explain. Don’t reach for a save. Echo the texture of what has already been said, go slightly broader than everyone else, and let the round get long — every vote that lands on somebody innocent is a vote you didn’t have to survive.

And listen to the order. The first hint of a round is the honest one, because nobody has anything to hide behind yet.

Playing it in a language you’re learning

One word per turn makes this playable at almost any level, and the vote afterwards is where the real conversation happens — arguing about why somebody sounded off is unscripted speaking practice that nobody has to be talked into. The near-miss word pairs are useful too: coffee and tea, lake and river. Defending one against the other is how you learn the edge between two words you thought you knew.

The practical bits

Four or more, and it’s much better with six. Make a room, send the code, the host starts the round. No account needed to play; an account keeps your name and photo with you between games. It plays fine on a phone.

If you want the team version of the same instinct, Word Spies is the big one; for something lighter while you wait for people to arrive, try Word Chain. All the games are here.