Spy in Town

How to play

In short

1. Setup

  1. One person creates a room and becomes the host . The others join via the link or the 5-character code. Just a nickname, no account needed. 3 to 10 people can play, each on their own phone.
  2. The host picks the deck: “Family” (106 locations, no alcohol or nightlife) or “Full” (131 locations, including adult parties). In one room, locations don’t repeat as long as the deck lasts.
  3. The host sets the round time: 5, 8 or 10 minutes. With 7 or more players they can turn on two spies — then the spies don’t know about each other.
  4. The host taps “Deal cards”. Everyone looks at their secret card. The card is covered — tap to see it, and cover it with the button when someone is peeking over your shoulder.

2. How a round works

  1. When everyone has seen their card, the host taps “Start the round”. The timer never starts on its own. The app picks who asks first.
  2. The asker asks a chosen person a question out loud, e.g. “Come here often?”, “What are you wearing?”, “Is it loud here?”. That person answers.
  3. The asker taps “Asked — next” and selects who answered. Now that person asks. You can’t immediately pass the question back to whoever just asked you.
  4. Keep going until someone accuses the spy, the spy guesses the location or time runs out.

The question order is just there to keep things tidy. If the asker has drifted off, the host can pass the turn on for them.

Who sees what

3. Accusation

  1. Each player can tap “I accuse…” once per round and pick a person. The timer stops during the vote.
  2. Everyone except the accused votes “yes” or “no”. The accuser votes “yes” automatically. The accused can defend themselves out loud.
  3. If everyone says “yes”, the card is revealed: if it’s the spy, the locals win. If it’s an innocent person, the spy wins.
  4. A single “no” is enough to drop the accusation. The timer resumes from where it stopped. You’ll only see who voted how after the round.

The spy can accuse too — framing an innocent person is a win for them.

4. The spy guesses the location

At any time, except during a vote, the spy can tap “I know where we are!” and pick a location from the list. They get one try: right — they win, wrong — the locals win. The round ends immediately.

5. Time’s up

  1. When the timer hits zero, the questions stop. Everyone secretly points to a suspect (the spy too, so as not to give themselves away). You can change your mind until everyone has voted.
  2. The votes are revealed together. If the spy got the most votes (no tie), they’ve been caught.
  3. A caught spy gets one last chance: they guess the location. Right — they win anyway. Wrong — the locals win.
  4. If an innocent person got the most votes, or there’s a tie, the spy wins by staying hidden.

Why a last chance? A spy who listened carefully all round and cracked the location deserves a reward — even if they got caught. It also means the locals have to watch what they say right to the very end.

6. Points

The spy guessed the location during the round+4
Everyone accused an innocent person+4
Time ran out, the spy stayed hidden+2
Spy caught, but guessed the location+2
Locals win — each local+1
Bonus: a correct accusation or a correct vote after time’s up+1

With two spies, both get points when the spies win. Catching one spy is enough for the locals to win. Points add up over all rounds in the room. After a round the host taps “Next round” — the cards are dealt again, and anyone can be the spy.

7. Tips

For locals

For the spy

8. FAQ

What if someone leaves mid-round?
If the spy leaves (or both spies, when there are two), the round ends with no points. Same if fewer than 3 players remain. Otherwise the game goes on: the question turn passes to someone else, and that person’s votes are dropped.
Can a round be stopped?
Yes, the host has a “Stop round” button. Nobody gets points then.
Playing remotely — is it possible?
Yes. Get on a call (WhatsApp, FaceTime, Google Meet) and ask your questions there. Everything else happens on your phones.
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