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How to Play the Imposter Game with Two Imposters

Try this proposed house-rule variant for seven to ten players: two hidden imposters, one clue circle and a simultaneous vote for two suspects.

A proposed house rule for a larger group

Two imposters change the task: finding one suspicious clue is no longer enough. The informed group must identify a pair. Try this with seven to ten active players who already understand the usual one-imposter game.

This is a proposed house-rule variant, not a documented Spiono mode or a claim that the app automatically deals two imposters. The complete paper setup below uses a non-playing dealer. Nobody is eliminated, and one vote ends each round.

Deal two no-word roles privately

The dealer chooses a familiar word and prepares one identical folded slip per active player. Two slips say “Imposter”; all the others show the same secret word. Shuffle and distribute them privately. The dealer sits out because they know the word.

Everyone knows there are exactly two imposters. Neither imposter is told who the other is. They share a team outcome but cannot whisper, signal or exchange slips. Keep roles private until the final reveal.

Finish one clue circle and a short discussion

Choose the starting seat before dealing, then move clockwise. Each player gives one spoken clue word. Do not say part of the answer, translate it or replace a clue after hearing others. After the circle, allow ninety seconds of discussion, giving everyone a chance to explain their original clue.

Keep this fixed structure for the whole round. Do not eject a suspect midway through, add surprise clue turns or let one person demand an immediate vote.

Submit two different suspects together

Each active player, including both imposters, writes exactly two other players’ names on an unsigned ballot. Self-votes, repeated names and abstentions are not allowed. Each name receives one vote; nobody can put both votes on the same suspect.

Submit folded ballots together before the dealer opens any. Check that every ballot contains two eligible, different names. If a ballot is invalid, keep every role hidden and repeat the entire ballot once everyone understands the rule.

Use one clear win condition, including ties

Count the votes for each person. Select the two highest totals only if they form a unique pair: the second-place score must exceed the third-place score. The two leaders may tie with each other if everyone else has fewer votes.

Reveal all roles after announcing the selected pair. The informed group wins only if both selected players are imposters. The imposter team wins if either selected player is informed, or if a tie at the second-place cutoff prevents a unique pair. There is no runoff or final word guess in this version.

Walk through an eight-player round

Eight players submit sixteen votes in total. Alex receives five, Blair four, Casey three, Drew two, Eden one and Fin one; Gray and Harper receive none. Alex and Blair are the unique leading pair. If both are imposters, the informed group wins. If Casey is the second imposter instead, the imposter team wins.

If second and third place tie, the imposter team wins under the agreed rule. After revealing, discuss the clues rather than treating matching votes as proof of secret teamwork. Rotate the starting seat and dealer, and use a fresh word next round. For other formats, see voting and ties and the large-group guide.