How to play Imposter: rules, example rounds and how to actually win
In Imposter (sometimes spelled impostor), one player doesn't know the secret word. Everyone else does. Questions fly, somebody panics, the vote is never unanimous. If your group is sitting there right now waiting to start, you'll be playing in two minutes.
The game in 30 seconds: everyone is secretly given the same word, except one player. That's the imposter, and they don't get the word. (In Antics they see the category and, unless you switch it off, a one-word hint: see Hints.) Go round the circle giving clues about the word (or asking each other questions about it). The imposter has to bluff their way through without knowing what anyone is talking about.
The vote: after a round or two of clues, count down from three and everyone points at who they think the imposter is. Most fingers is accused.
The twist: a caught imposter gets one guess at the word. Guess right and they steal the win anyway. Losers take a forfeit.
What Imposter actually is
Imposter is the living-room version of social deduction: same species as Among Us and Spyfall, no screens required once the round starts. One person in your group is missing one piece of information, and the whole game is watching them pretend they aren't. The clues aren't really the game. The faces people make while giving them are the game.
It works because both sides are playing on a knife edge. The players who know the word can't be too obvious with their clues, or the imposter learns the word and skates. The imposter can't be too vague, or everyone smells it. The best rounds end with the room split, two people shouting, and at least one wrong accusation delivered with total confidence.
Setup: one phone, two minutes
You need 3+ players (4 to 8 is the sweet spot) and a way to deal the secret. Two ways to do it:
The app way (fastest)
- Open Imposter in Antics. It's one of the free games.
- Add everyone's names, or skip them and just set how many are playing.
- Pass the phone round the circle. Each player peeks at their screen: everyone sees the word, one player sees that they're the imposter, plus the category and a one-word hint (you can switch the hint off). Nobody deals, so nobody's compromised.
- Phone goes down. Start the clues.
The napkin way (no downloads, more admin)
- Tear paper into one strip per player, not counting whoever writes them.
- One volunteer writes the word on every strip except one, and "IMPOSTER" on the last. The writer knows the word, so they host this round, then someone else writes the next one.
- Fold, shuffle in a bowl or a hat, everyone draws.
- Read yours in secret, poker face on, strips back in the bowl.
No app on this phone? Play Imposter in your browser: it deals the words on one phone, free.
Need words? The Imposter game words pages list every deck in the app, with the hints. Bored of the classic? Try the variations: Undercover, Mr White, two imposters and more.
How many players do you need?
Three at the very least, and it gets better from four. Antics deals Imposter for 3 to 12 players on one phone. If you've added three or more names before you start, it deals to those names. If not, you set the number of players on the next screen and it deals to Player 1, Player 2 and so on.
From six players, the app lets you switch on a second imposter. Each imposter is told there are two of them this round, but not who the other one is, and both get the same hint. With two in play, everyone names their two suspects on the count of three instead of pointing.
| Players | What Antics deals | Our house rule |
|---|---|---|
| 3 | One imposter. The second imposter switch only appears from six players. | One circuit of one-word clues, hint on, then vote. Our 3-player guide has the rest. |
| 4 to 6 | One imposter. At six, you can switch on a second. | Stick with one. Play two circuits of clues before the vote: one is rarely enough to tell a bluff from a bad clue. |
| 7 to 10 | One or two imposters, your choice. | One at seven. Two from about eight, with two circuits before the vote. |
| 11+ | One or two imposters, for up to 12 players. | Two. Past ten, think about splitting into two circles. Antics itself deals up to 12 on one phone. |
The house rule column is our advice, not something the app enforces. Nothing stops ten of you playing with one imposter. It just gets easier for them to hide, because there are more clues to borrow from.
The full rules
1. The clue round
Going round the circle, each player says one word or short phrase connected to the secret word. No pointing at objects, no miming, no saying the word itself or any part of it. The imposter has to say something too, based entirely on what they've heard so far.
Prefer a chattier game? Play question mode instead: each player asks any other player one question about the word ("Would you take your nan?", "How much does it cost?"). Answers can be short, but they can't be refused.
2. The accusation
After one full circuit with three players, or two circuits with four or more, anyone can call the vote. Count down from three and everyone points at their suspect at the same time. Most fingers is formally accused. On a tie, run one more clue each from the tied players, then re-vote.
3. The imposter's last stand
If the accused player really is the imposter, they get one guess at the word. Right guess: the imposter steals the win and the group takes the forfeit. Wrong guess: the imposter takes it. If the group accuses an innocent player, the imposter wins on the spot, no guess needed.
4. Stakes
Losing side takes a forfeit: the group picks it, the loser does it. Keep a few ready from our forfeit list, or play for points across five rounds on a notepad (Antics doesn't keep score) and give the overall loser one big one. Antics' own reveal screen suggests a double forfeit for a caught imposter; use whichever your group prefers.
Hints: what the imposter sees
In Antics, the imposter's card says You're the IMPOSTER and names the category the secret came from (Locations, Famous People and so on). With the Imposter hint switched on, which it is by default, the card also shows one word: a true clue about the secret, never a decoy. It's there so the imposter can bluff for a round or two instead of freezing.
Example: the secret is The gym. Everyone else sees it on their card. The imposter sees "Category: Locations" and the Easy hint Sweaty.
If your phone is set to English, a second switch, Imposter difficulty, appears under the hint while the hint is on. Easy is the default. On Hard, the hint for the same word is Excuses: still true, much harder to bluff from. The secret never changes, only the imposter's hint.
Two more things worth knowing. With two imposters, both get the same hint, so their bluffs line up. And at the reveal, the app shows everyone the hint the imposter was working from, which is usually when the arguing starts.
Playing without hints
Switch Imposter hint to Off on the setup screen, before you tap Deal the round. The imposter then gets the category and nothing else, which is close to the classic blank-stare game.
Our advice: go hintless once everyone has a few rounds in, or in bigger groups, where the imposter hears enough clues to work from anyway. Keep the hint on with three or four players, or with anyone playing for the first time.
One catch: these switches only exist on the setup screen. New round deals straight away with the same settings, so to change the hint, the decks or Mischief mode between rounds, go back and reopen Imposter. The hint, Mischief mode, the second imposter and your deck ticks reset to their defaults each time you open the game. Easy or Hard is remembered.
Playing on paper? There's no hint unless you add one. The writer can put the category, or one honest word, on the imposter's strip.
Mischief mode
One more switch on the setup screen, off by default. Switch it on and, every so often, a round deals nobody the secret: everyone gets the imposter card and the whole room bluffs at everyone. It stays quiet for the first couple of rounds, never comes up twice running, and if it has not struck after a long run the app makes sure it does. With hints on, everyone is bluffing from the same single clue, and the reveal tells you nobody was the imposter.
Example rounds (so you can hear how it sounds)
Round 1: the word is AEROPLANE. Five players. Dan is the imposter.
Amy: "Tray tables." · Priya: "Ears popping." · Dan: "...Queueing." · Sam: "Duty free." · Jess: "Legroom."
"Queueing" survives round one because you queue for everything. Round two: Amy says "Window seat" and Dan, cornered, says "Tickets". Too generic, twice in a row. The vote lands on him, 3 to 2. Last stand: he's heard tray tables and window seat, so he guesses "Train". Forfeit for Dan, and he still claims he'd have got it with one more clue.
Round 2: the word is SHREK. Question mode. Leah is the imposter.
Sam asks Amy: "Would your mum like it?" Amy: "She'd love it." · Priya asks Leah: "What's the best bit?"
Leah, who has heard exactly one clue, tries "The ending". Priya follows up: "Which ending?" and Leah says "The wedding", which is a lucky guess that happens to be true. She survives the vote. The group accuses Sam, whose questions were "weirdly confident". Leah wins and reveals nothing until the forfeit is fully complete. Cold.
Round 3: the word is GYM. Six players. Marcus is the imposter.
Clues, in order: "January." · "Mirrors." · "Grunting." · Marcus: "Membership." · "Protein." · "Lycra."
"Membership" is a perfect imposter clue: it fits gyms, clubs, cinemas and about forty other things. The vote goes to poor Tom, whose "Protein" was judged "too obvious, like he was showing off he knew". Innocent. Marcus wins. This is the game's signature outcome: the imposter walks free while the group turns on its most enthusiastic member.
How to win as the imposter
- Never invent, always echo. Your clue should be one step sideways from someone else's. If they said "Tray tables", you live near "Snacks", not out at "Engines".
- Beg to go late. Position is everything. Fake a sneeze, ask for the rules again, do anything to hear two clues before you speak.
- Accuse early and loudly. The imposter who points first rarely gets pointed at. Pick whoever gave the vaguest legitimate clue and prosecute them.
- Build your guess as you go. Keep a running shortlist in your head. Even if you're caught, the last-stand guess wins you the round.
- Match the room's energy. Overexplaining is how imposters die. If everyone's giving two words, you give two words.
How to catch the imposter
- Calibrate your clue. The perfect clue proves you know the word without teaching it. "Ears popping" for aeroplane is elite. "Wings" is a gift to the imposter.
- Watch for the echo. Imposters recycle. A clue that only connects to a previous clue, and not to anything new, is the tell.
- Ask the follow-up. In question mode, "which bit?" and "why?" are lethal. Vague answers survive one question, never two.
- Beware the confident accuser. The loudest prosecutor in the room is the imposter often enough that it should cost them your benefit of the doubt.
- Don't punish good clues. Convicting someone for knowing the word too well (see: Tom, protein, gym) is how imposters win. Obvious is not the same as guilty.
Troubleshooting: when the game isn't working
The imposter guesses the word too fast
Nearly always, the clues are too obvious, and the first one does the most damage.
- Raise the bar on clue one. It's the clue the imposter hears with nothing else to go on. Agree before you start: nothing that names the obvious thing ("Wings" for aeroplane is out).
- Make the hint harder, or bin it. On the setup screen, set Imposter difficulty to Hard or switch the hint off. New round deals straight away, so go back and reopen Imposter to change either.
- Try question mode. Answers can stay short and sideways, so the word leaks out more slowly.
- Remember it's allowed. A sharp imposter landing the guess is part of the game. If it happens every single round, it's the clues.
Nobody can think of a clue
- Go for the senses. What it sounds like, smells like, where you'd find it, who you'd take. "Ears popping" beats trying to define an aeroplane.
- Allow one pass. House rule: each player can pass once a game. Pass twice and the room is allowed to find that suspicious.
- Pick the decks your group knows. On the setup screen, tap the Category row and untick any deck that keeps stumping people. Everyday Objects and Food and Drinks are a gentle start.
- Call it dead. If the whole room is stuck on a word, tap Reveal the imposter, have a laugh, and New round deals a fresh one.
The same person always gets caught
Either they have a tell, or the room has decided they look guilty.
- Hunt the tell. Going quiet, overexplaining and grinning are the classics. In Antics the imposter's card is kept short on purpose, so how long someone looks at the phone shouldn't give them away. To be safe, agree that everyone holds their card for the same slow count of three.
- Remember it's random. Antics picks the imposter at random every round, so the same person can get it twice running. That's luck, not a pattern.
- Going first proves nothing. The app picks who starts at random, imposter included.
- Add a house rule. Nobody can be accused two rounds running. Or play for points, so a caught imposter who lands the guess still scores.
- Try Mischief mode. Every so often a round deals nobody the secret, so everyone is guilty and a confident accusation proves nothing. It stays quiet for the first couple of rounds after you switch it on.
Words that work (steal these)
Places: aeroplane, gym, wedding, tent, casino, school assembly, hot tub, lift, campsite, A&E.
Things: toothbrush, air fryer, trampoline, karaoke machine, hot water bottle, self-checkout, sunbed.
People and characters: Shrek, James Bond, your PE teacher, Santa, a wedding DJ.
Events: New Year's Eve, jury duty, a driving test, a job interview, moving house.
The pattern: specific enough to have texture, universal enough that everyone's got material. "Toothpaste" runs for days. "Existentialism" dies in one circuit.
Common variations
Undercover (the decoy word)
Instead of getting nothing, the imposter gets a similar word: everyone has "beach", the imposter has "swimming pool". Now the imposter doesn't know they're the imposter, and their clues are almost right. Slower burn, bigger payoff.
Two imposters
For 8+ players, deal two imposters. Each knows there are two, but not who the other one is. Everyone names their two suspects on the count of three instead of pointing. In Antics you can switch the second imposter on from six players. Chaos scales beautifully.
Lightning round
One circuit of clues, then straight to the vote, no debate. Rounds take 90 seconds. Good for warming a room up or settling a score.
Locations mode
Spyfall-style: the word is always a place and every non-imposter also gets a role there (at the airport: pilot, customs officer, toddler having a meltdown). Questions get answered in character. More setup, more theatre.
Imposter FAQ
How many players do you need for Imposter?
Three or more, and 4 to 8 is the sweet spot. With three, the imposter gets found by pure elimination unless you change a few things (see our guide to playing Imposter with 3 people). The Antics app deals for 3 to 12 players.
When should you use two imposters?
One imposter is plenty up to about seven players, and two keeps a bigger table guessing from about eight. That's our rule of thumb. Antics offers a second imposter from six players.
Does the imposter get a hint in Antics?
Yes, unless you switch it off. The imposter's card names the category and shows a one-word hint that is true about the secret, never a decoy. To play the classic game, where the imposter gets the category and nothing else, turn Imposter hint off on the setup screen before you deal.
What happens if the imposter guesses the word?
They steal the win, even after being caught. That last-stand guess is what keeps the game tense to the final second, so never skip it.
What if someone accidentally says the secret word?
Instant forfeit for the blurter, dead round, redeal with a new word. It happens roughly once a night and it is always the same person.
Can the imposter accuse other players?
Yes, and they should. There's no rule protecting innocent players from an imposter running the prosecution. That's most of the fun.
Is Imposter the same as Among Us or Spyfall?
Same family. Among Us is the video game that made "imposter" a household word; Spyfall is the locations version with roles. This is the pass-the-phone party version: no screens mid-round, no tasks, just clues, lies and a vote.
Do you need an app to play Imposter?
No, the napkin method above works fine. An app is just faster and means nobody has to sit out as dealer or squint at handwriting. Antics deals the word and keeps the imposter secret.
Retire the napkins
Imposter is one of the free games in Antics: the party games app. Pass the phone, everyone peeks, the app keeps the secret and deals the words, so nobody knows anything they shouldn't. One phone. Everyone's problem. And when the vote goes wrong, blame the app.
Download on the App Store Get it on Google PlayOn a laptop? anticsapp.com/get sends the right store to your phone.