Game modes
Classic
4+ players · two teamsThe original rules: two teams race to find their team's cards. See Getting started for a full turn.
Blitz
4+ players · two teamsClassic on a shot clock (60 seconds per clue and per guessing turn by default). When time runs out the turn passes on.
Duet
2+ players · co-op- Two sides work together. Each side sees a different key: its own green cards and assassins.
- Sides take turns giving clues; the other side guesses. Find all 15 green cards before you run out of turns.
- A bystander ends the turn. An assassin on the clue-giver's key ends the game for everyone.
- Hosts can change the number of turns, or make them unlimited.
Double Agent
4+ players · two teamsClassic rules, plus three special cards hidden among the bystanders. Only spymasters can see them; everyone else finds out what they are when they're revealed.
Double agent(purple)
- Counts as one of your team's cards, whichever team reveals it: your turn keeps going and it uses one guess, like any correct guess.
- It doesn't count towards winning: it isn't part of either team's total, so you still need to find all of your own cards.
- Spymaster tip: it's a safe card, so you can fold it into a clue as an extra pick, and it doesn't matter if the other team takes it.
Bonus(yellow)
- A free reveal: it doesn't use up a guess, and it adds one extra guess to your turn.
- Your turn keeps going after you reveal it.
- With an unlimited (∞) or zero clue there's no guess limit, so it simply keeps your turn going.
Trap(orange)
- Ends your turn, like a bystander.
- The next team gets one extra guess on their next clue (on top of the usual number + 1). Spring two traps and they get two.
- Spymaster tip: steer your team away from it, since it hands the other team a boost.
Everything else is Classic: one assassin (or more, if the host adds them) still loses the game on the spot, and a bystander still ends your turn.
Pictures
4+ players · two teamsClassic rules with picture cards (emoji) instead of words. Spymasters still give a word and a number: “Ocean 3” could point at 🐙 🌊 ⚓. Great for mixed-language groups.
Sudden Death
2+ players · one crew- One crew (a spymaster plus guessers) against the clock: 5 minutes by default, 1 to 15 in the Timer settings.
- Find as many of your cards as you can. Clear the board and a fresh one is dealt straight away.
- A bystander ends your turn. The assassin or the clock ends the run.
- Your score is the number of cards found; your best score is saved in Stats.
Three Teams
6+ players · three teams- Red, blue and green on a 6×6 board (9, 8 and 8 cards each). Each team needs a spymaster. Turns go in order.
- Find all your team's cards to win.
- Hit the assassin and your team is out. The last team standing wins.
Can't decide? Classic for big groups, Duet for two to four friends, Sudden Death for a quick high-score chase.
Questions, bugs or data requests?
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