Everyone at the table is given the same secret location — except one person. They have to work out where everyone else is, before everyone else works out who they are. Three to twelve players, about ten minutes a round, nothing to install.
Start a game →Three players minimum, up to twelve. Each person needs their own device, because everyone's card has to stay private. If you are all in the same room and would rather not use several phones, Pass & Play deals every card on a single device instead — you hand it around and each person looks in turn.
Almost everyone gets the same location — a bank, a submarine, a film set. One or more players instead get the spy card. The spy is not told the location, only the full list of locations the round could have drawn from.
That list matters. It is what lets the spy bluff: they can steer an answer toward something plausible, and if they work out the real location they can end the round by naming it.
The number of spies follows the size of the group. You do not choose it.
| Players | Spies |
|---|---|
| 3–5 | 1 |
| 6–8 | 2 |
| 9 or more | 3 |
With two or three spies, they do not know each other. Two spies can accuse one another quite convincingly, which is usually how they get away with it.
Play moves round the table in a shuffled order. On your turn you ask any other player one question about the location, and they answer.
The whole game lives in this tension: your answer has to prove you know where you are, without telling the spy where that is. "Have you been here before?" is safe but proves nothing. "How long is the queue for the slides?" narrows it to about two places.
If you are the spy: answer confidently and generally, and pay attention to what other people take for granted. Nobody asks whether you are wearing shoes at the beach.
At any point, any player can accuse another. That opens a vote with a 30-second timer, and the accuser is counted as a yes automatically.
A vote passes on more than half of the eligible voters — everyone still in the round except the accused, who cannot vote on themselves. If it passes, that player's card is turned face up for everyone.
If a vote fails, play simply continues. There is no penalty for a failed accusation beyond what you gave away by making it.
A round finishes one of three ways:
That second rule is what keeps the game honest. Accusing on a hunch is not free: get it wrong and you have handed the round away.
| Outcome | Points |
|---|---|
| Spy guesses the location correctly | 4 to each spy |
| An innocent player is voted out | 3 to each spy |
| Every spy is caught | 2 to each non-spy |
| Spy guesses wrong | 2 to each non-spy |
Scores carry across rounds, and the final screen ranks everyone. Most groups play three to five rounds — long enough for someone to build a reputation, short enough to finish.
Phones lock and connections drop. A player who disappears keeps their seat for ten minutes and can rejoin straight back into the round they were in. Spies are only ever dealt to players who are actually present, and a vote is cancelled rather than resolved if too few people are left to make it a real vote.
Yes, and it is a different game — one spy against two, with nowhere to hide. It is sharper but shorter. Five or six is the sweet spot.
No. It runs in the browser on any phone, tablet or laptop. There is no account and no sign-up; the room code is the only thing anyone needs.
Either way works. In person, everyone uses their own phone and talks out loud. Remote, put a video call on and play exactly the same. If you only have one device between you, use Pass & Play.
A round runs about five to ten minutes depending on how much everyone argues. Three rounds is a comfortable sitting.
Start a game →