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
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.
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.
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.