arrow_backBack to Home

How to Play The Impostor - Game Rules

Everything you need to know to play The Impostor

The Impostor is a social deduction party game where players try to identify the impostor hiding among them. One device is passed around the group — everyone receives a secret word except the impostor, who must bluff their way through the round without being caught. Below you will find the complete rules for all game modes, setup instructions, and tips for the best experience.

What You Need

The Impostor is a browser-based game that requires no downloads or installations. All you need is a single device (phone, tablet, or computer) with an internet connection and a group of friends in the same room.

  • 3 to 20 players — the game works best with 4 to 10 players
  • One device with a modern web browser (Chrome, Safari, Firefox, or Edge)
  • An internet connection to load the game
  • Everyone must be physically present in the same room — this is an in-person party game

Basic Setup

Setting up a game takes less than a minute. The host opens theimpostor.app on their device, signs in, and enters the lobby where all game settings are configured.

  1. 1
    Add Players

    Enter each player's name in the lobby. You need at least 3 players to start. The maximum is 20 players.

  2. 2
    Choose a Game Mode

    Select from Classic, Mysterious, or Chaotic mode. Each mode changes how roles and information are distributed. Classic mode is recommended for first-time players.

  3. 3
    Select a Theme

    Pick a word category (Animals, Cinema, Sports, Nature, Anime, Tech, Brands, or Travel) or use 'All Themes' for maximum variety. The theme determines which secret words will appear in the game.

  4. 4
    Configure Settings

    Adjust the number of impostors (1 or more for larger groups), the round timer (1-15 minutes, default is 3), and whether impostors receive clue hints during gameplay.

  5. 5
    Start the Game

    Press 'Start Game' to begin. The device will guide each player through their role reveal one at a time.

How a Round Works

Every round of The Impostor follows a structured flow with distinct phases. Understanding each phase helps you play more effectively and keeps the game moving smoothly.

  1. 1
    Handoff Phase

    The device shows which player should receive it next. Pass the phone to that player privately. Other players should look away to prevent peeking.

  2. 2
    Role Reveal

    Each player holds a button to see their secret word and role. Citizens see the secret word they need to describe. The Impostor sees a message telling them they are the impostor (and in Mysterious mode, they receive a different but related word). Memorize your word and release the button.

  3. 3
    Discussion Phase

    Once all players have seen their roles, the timer starts. Players take turns giving one-word or one-phrase clues that relate to the secret word. The Impostor must bluff — giving clues that seem relevant without knowing the actual word. Listen carefully to what others say.

  4. 4
    Voting Phase

    When the timer runs out or the group decides to vote early, each player selects who they think is the Impostor. Votes are cast privately on the device. The player with the most votes is eliminated.

  5. 5
    Results

    The eliminated player's role is revealed. If a Citizen was eliminated by mistake, the Impostor wins. If the Impostor was caught, the Citizens win. In games with multiple impostors, play continues until all impostors are found or the citizens make too many mistakes.

Game Modes Explained

The Impostor offers three distinct game modes, each providing a unique twist on the core social deduction experience. Choose the mode that best fits your group's experience level and desired challenge.

  1. 1
    Classic Mode

    The standard experience. All Citizens receive the same secret word. The Impostor receives no word at all — they must figure out the word from the clues other players give. This is the most straightforward mode and recommended for beginners. The Impostor wins by avoiding detection or by correctly guessing the secret word.

  2. 2
    Mysterious Mode

    A more challenging variant. Citizens still receive the same secret word, but the Impostor receives a different word from the same category. This makes it harder to identify the Impostor because their clues may still seem somewhat relevant. Players need to pay closer attention to subtle differences in clue quality. Roles are hidden, so no one is explicitly told they are the Impostor — you discover it through your word.

  3. 3
    Chaotic Mode

    Maximum unpredictability. The number of Impostors is randomly assigned each round, so nobody knows how many impostors are hiding in the group. This mode creates intense paranoia and is best suited for experienced players who want a challenge. Every accusation carries more weight because you cannot be sure how many enemies remain.

Winning the Game

Victory conditions depend on your role. Understanding how to win as each role will make you a better player.

  • Citizens Win: The Citizens win when they successfully identify and vote out all Impostors. Careful listening, clever questioning, and group discussion are the keys to a Citizen victory.
  • Impostor Wins (by survival): If the group votes out a Citizen instead of the Impostor, the Impostor wins. Blending in with convincing clues is the Impostor's primary strategy.
  • Impostor Wins (by guessing): In Classic mode, the Impostor can claim victory at any time by correctly guessing the secret word. This adds risk and reward — guess right and you win instantly, guess wrong and you reveal yourself.
  • Draw / Continue: In games with multiple Impostors, catching one Impostor does not end the game. Play continues with remaining players until all Impostors are eliminated or the Citizens make a critical mistake.

Tips for Giving Clues

The clue-giving phase is where the game comes alive. The quality of your clues determines whether the Impostor gets caught or escapes detection.

As a Citizen, your goal is to prove you know the word without making it too obvious for the Impostor to guess. Give clues that are specific enough to confirm your knowledge but vague enough that the Impostor cannot piece together the answer. For example, if the word is 'penguin,' saying 'bird' is too broad, but 'tuxedo pattern' might be perfect.

As the Impostor, your goal is to give clues that sound plausible. Listen carefully to what others say and try to identify the theme or category. Give clues that could apply to many words within that category. Avoid being the first player to give a clue, as you will have less information to work with. Watch for players who react to your clues — their body language might tell you if you are on the right track.

Group Size Recommendations

The Impostor works with 3 to 20 players, but the experience changes significantly depending on group size. Here are our recommendations for the best experience.

  • 3-4 Players: Keep it simple with Classic mode and 1 Impostor. Rounds are fast and intense. Every clue matters because there are fewer players to analyze.
  • 5-8 Players: The sweet spot. All three game modes work well. Use 1 Impostor for a focused experience or 2 for added complexity. This group size allows for rich discussion without rounds dragging on.
  • 9-12 Players: Consider using 2 Impostors to keep the balance fair. Chaotic mode shines with this group size because the uncertainty of unknown Impostor counts creates more interesting dynamics.
  • 13-20 Players: Large groups benefit from 2-3 Impostors and shorter round timers. Chaotic mode is highly recommended. In large groups, it is harder for the Impostor to be noticed, so giving more Impostors balances the game.

Round Timer and Pacing

The round timer controls how long players have for the discussion and clue-giving phase. The default is 3 minutes, which works well for most group sizes.

The timer is set at 1 minute per player by default, with a minimum of 1 minute and maximum of 15 minutes. For smaller groups (3-5 players), 2-3 minutes is usually enough. For larger groups (10+ players), you may want 5-10 minutes to give everyone a chance to speak. If rounds feel rushed, increase the timer. If they drag on, decrease it.

The host can stop the timer early if the group is ready to vote before time runs out. This keeps the game moving at a comfortable pace.

Ready to Play?

Now that you know the rules, gather your friends and start a game.

play_arrowStart Playing