🦀 Crab Spy 🦀


Current Room:


Spyfall Rulebook PDF
  • Goal of the Game
    • Players take turns asking each other questions about the location. The goal is to identify the spy if you are a non-spy or figure out the location if you are the spy. Non-spies should ask questions that are vague enough to not give away the location, but specific enough to try and identify the spy.
  • Begin Round
    • The most dashing among the group of players asks the first question. They can ask any player any question they like, the person who was asked a question asks the next question to anyone except for the person who just previously asked them a question.
  • Main Gameplay Loop
    • Players continue to ask questions in round robin fashion until they are confident enough to vote on a spy. The gametime defaults to 8 minutes.
  • Three Ways to End the Round
    1. Time Is Up!
      • When time runs out, each player makes an accusation, starting with the player who led (the most dashing). The accused cannot vote, if the vote is not unanimous it proceeds to the next player until there is a unanimous vote. The spy wins if everyone has voted and no decision is made, or a non-spy gets incorrectly accused.
    2. A Player Gets Suspicious
      • Each player may stop the clock once per round and make an accusation. The accusation is then voted on, the person who is accused cannot vote. If the vote is unanimous the game ends, if the spy is accused non-spies win and visa versa. If the vote is not unanimous the timer is resumed and play continues.
    3. At the Spy's Request
      • The spy may reveal himself and claim the location, if he is correct he wins, if not the non-spies win.