Spyfall Game Rules and How to Play Guide

In this article, you can read about the basic rules of the game Spyfall and learn how to play. The object of the spy is to figure out the current location or to not be discovered. The object for everyone else is to figure out who the Spy is. The player with the most points over the course of several rounds wins.

Gameplay

Determine how many rounds you will play. Five rounds are recommended for your first game. Each package of cards contains seven identical locations and one spy card which is on top.

Pick someone to be the dealer and that player shuffles the package together facedown and selects one at random keeping the cards hidden from all players at all times. The dealer removes the top number of cards from the deck equal to the total number of players. He shuffles those cards and deals one face down to each player. Players look at their own cards but do not show them to others.

Card Types

There are two possible types of cards you could receive a location card and a spy card. The location and image are identical to all the other players possessing the location card in the current round except for the bottom-right role which is unique for each player. Players with location cards become the role on their card and they must answer all questions truthfully with their role in mind. Contrarily, the player with the spy card can be as dishonest as they like.

Once every player has looked at their card, they place them face down on the table. You are not allowed to look at your card throughout the game so you must commit the location and role to memory before putting the card down. Once the last card is placed on the table, start an 8-minute timer.

The dealer always takes the first turn. On your turn, you ask one player one question. You must address the player you are asking by name and you may not repeat your question or clarify it in any way. There are no follow-up questions.

Typically, questions are about the location but this isn’t mandatory. For example, ‘John how is the weather?’ The recipient of the question answers the question anyway they see fit so is there remembering to answer based on their role from the location spies can make up and say whatever they want to continue the example doesn’t bother me I’m comfortably indoors.

After the player answers the question, they then get to ask anyone else a question except the person who just asked them a question. This process continues until the time runs out.

Accusing a spy

Once per round, each player may stop the clock one time and accuse another player of being the spy. There is no discussion or defense given.

Each player, other than the accused, agrees or disagrees on the accusation. If all the players except for the accused player agree then the round ends and the convicted player reveals their card. Also, if they are the spy then the non-spies win the round. If they are a non-spy than the spies win the round. If all the players don’t agree then resume the clock.

The player who made the accusation may not accuse another player during the time portion of the round while the clock is still running so any time, not during an accusation the Spy may end the round and reveal his card.

The Spy is allowed to look at the middle page of the instruction book at all the possible locations and pick the one where he thinks everyone is. If the Spy is correct then the Spy wins the round. If not then the non-spies win the round. After eight minutes pass, the round ends and the players openly discuss their suspicions.

Within these requirements, don’t announce the location, don’t discuss the location don’t ask for the information contained on the location card. You are not allowed to try to get additional information from players about the location or who they are. You may only discuss suspicions next and accusation phase commences.

The Dealer

The dealer starts by accusing another player and everyone votes on it. If it is unanimous agreement, remember the accused doesn’t vote then the convicted reveals their card. Also, if they are the spy then the non-spies win the round. Otherwise, the spy wins the round.

If the vote isn’t unanimous then the player to the left accuses someone. If no-one is convicted by the time everyone has had turn is the accuser than the spy ones each player gets a turn to accuse even if they already use their one-time stop accusation the round is now over.

Gather up everyone’s cards and shuffle all the location cards facedown. Put the spy card on top and return them to the bag. Set the bag aside so it can’t be drawn again this game. Give points to players based on who won.

If the spy was victorious and wasn’t convicted after time ran out the spy receives two points. If a non-spy player was convicted of being the spy then the spy receives four points. Also, If the spy stopped the clock and correctly guessed the location then the spy receives four points. Lastly, if the non-spies were victorious then each non-spy receives one point.

The player who initiated the successful conviction of the spy whether it was during the game or at the end receives an additional bonus point. The player who was the spy in the previous round is the dealer for the next. Lastly, the player with the most points after the agreed-upon number of rounds wins.

Spyfall Game on the Market

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The board game Spyfall is on the market in many versions. The one that I refer to in this article I link to here:

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