Spyfall is a game of questions, not cards. Everyone knows the location except one person. Citizens have to find the spy with careful questions, and the spy has to answer naturally enough not to be caught before the clock runs out.
This guide walks through the round structure, the exact scoring, the live timers, and two reusable skills: asking a good question and giving a safe answer.
Game facts
| Players | 3 to 8 (six is the most balanced) |
| Roles | One spy, everyone else a citizen |
| Location pool | 95 locations in easy, standard and hard packs |
| Location language | English or Persian, chosen when the room is created |
| Rounds per match | 5 |
| Round clock | 8 minutes |
| Ranked | Social only — no ELO ladder |
What a round looks like
- Roles: every citizen sees the secret location; the spy sees nothing and only knows they are the spy.
- Question phase: turns rotate. One player asks another, who has 30 seconds to answer. The asker also gets 30 seconds to frame the next question.
- Voting: after a 20-second discussion the names go on the table and votes are revealed publicly.
- Spy guess: if the spy is caught, they get one attempt to name the location.
- Result and next round: points are recorded and roles are reshuffled. A match runs five rounds.
Know the scoring
| Event | Points |
| Majority votes the spy out | Each living citizen +1 |
| Caught spy names the location correctly | Spy +3 |
| Caught spy guesses wrong or runs out of time | Each citizen +1 |
| An innocent player is ejected | Spy +1 |
| Round clock expires with the spy still in | Spy +2 |
| Living players drop below three | Spy +2 |
Match winner is whoever holds the most points after five rounds; a tie is recorded as a draw.
What a good question looks like
A good question does two jobs at once: it confirms to a real citizen that "yes, we are in the same place", and it forces an answer that a spy will struggle to match. Three patterns worth stealing:
- Sensory: "What does it smell like here?" — someone who knows the place answers with confidence; the spy tends to stay vague.
- Role: "What is your job in there?" — mushy answers are a tell, but so are suspiciously precise ones.
- Conditional: "If we had to leave right now, what is the first problem?" — the answer exposes contradictions between players.
If you are the spy
- Keep your first answer short and defensible. The spy who tries to be the star in round one usually does not reach round three.
- Steal from other answers: reuse the same detail in different words, but not instantly and not verbatim.
- Answer in a way that hands suspicion to your neighbour. Every minute someone else is under pressure is a minute closer to those two free points.
- Take the final guess seriously: one correct location is worth three points and often rewrites the whole leaderboard. You only get one attempt.
Common mistakes
- Asking "where are we?": the fastest way to hand the answer away. A question has to come in at an angle.
- Going silent on your turn: the 30-second answer clock expires, and saying nothing is the most suspicious thing available.
- Voting on a hunch: ejecting the wrong player gives the spy a point. Two small tells beat one big guess.
- Ignoring the round clock: eight minutes goes faster than it feels. If it runs out with the spy in play, they collect two points without a vote.
What is different on AsNard
- Rooms are built around voice chat — the tone of an answer is half the game.
- You can spectate another table and join when it is your turn to host.
- Close rounds can be replayed later to see exactly where you gave yourself away.
- Switching to the hard pack or the other location language changes a familiar eight-person night completely.
- If a player disconnects, they have 45 seconds to return before the round continues with the reduced count.
Start from the Spyfall page and walk into the lobby — free, no install.

