THE SETUP
The host creates a room, picks which locations are in play (from 52 built-ins or a custom CSV), sets the round timer (3β15 min), and chooses how many spies (1β3).
At the start of a round, one or more players are secretly assigned as Spy. Spies see no location and do not know who the other spy is (if there are multiple). All other players β the Agents β see the location and a unique role within it.
GAMEPLAY
Players take turns asking each other one question at a time. Agents must answer convincingly without revealing too much about the location. The spy must bluff without giving themselves away β while secretly trying to figure out where they are.
The current player picks who to ask next. To request a turn, raise your hand (β) β the host can grant it. The host can also advance turns manually.
STARTING A VOTE
Any player can press READY TO VOTE. Once enough players are ready (all agents), voting starts automatically. Press WHO? to see which players have marked themselves ready. The host can also force a vote at any time with START VOTE.
VOTING
Each player votes for who they think is the spy. A majority (>50%) is required to catch the spy. A tie or insufficient majority means the spy escapes. You can see who has already voted (β VOTED) during the voting phase.
SPY GUESS
After every vote β regardless of outcome β the spy gets 30 seconds to guess the location. A correct guess always earns bonus points.
POINT SYSTEM
Spy caught: Each agent earns +2 pts. Spy earns +1 consolation pt if they correctly guess the location.
Spy not caught (survived vote or tie): Spy earns +2 pts plus +1 extra pt for a correct location guess. Agents who voted for the spy earn +1 pt.
NOTEBOOK (AGENTS ONLY)
LOCATIONS tab: Cross out locations you've ruled out β they get a strikethrough so you can track your deductions.
PLAYERS tab: Cross out players you've cleared from suspicion to narrow down your suspects.
HINTS
Press HINTS during a round to get suggested questions you can ask β useful if you're not sure what to say. Each hint has a cooldown before another can be requested.
AFTER THE ROUND
The results screen shows the spy reveal, location, vote breakdown, and scoreboard with points earned this round. The host can pick PLAY AGAIN to start a new round β between rounds the host can enable or disable individual locations in the picker.
A full Round History is always visible in the lobby, showing every round's spy, location, outcome, and per-player earnings.
OTHER
Spectators can join a room without playing β they see the location and spy names in real time.
COMMS is an in-game chat available on all screens throughout the session.
TIPS
As an agent: ask questions that test specific knowledge of the location β the spy won't know the right answer. As the spy: every question asked is a clue β listen carefully to piece together where you are before the vote.