Pass the Phone
For people sitting together. Each player opens a private card, hides the screen, then hands the phone to the next player.
Hidden word imposter game
Create a word round, deal private cards, and find the player whose clue does not belong. Play from one phone or invite everyone into a live room.
For people sitting together. Each player opens a private card, hides the screen, then hands the phone to the next player.
Create a room code, share the link, and let friends join from their own phones before the host deals cards.
Already have a room code? Enter four letters, add your name, and appear in the host lobby.
Or open the Word Deck to preview imposter word pairs.
Choose the word difficulty, add players, then deal private cards.
Supports 3 to 15 players.
Everyone gives clues about their word. One or more players are holding a different word and need to blend in.
Choose a category, then tune how abstract and how similar the two words should feel.
Most players receive the main word. Imposters receive the paired word; the blank card receives no word.
Give short clues without saying the word itself. After discussion, vote for the player whose clue feels off.
In close-word mode, a voted-out imposter or blank-card player may guess the main word for a comeback.
The main-word team wins by finding every imposter before the final few players remain.
Imposters win by blending in long enough, or when the blank card names the main word correctly.
Preview the word-pair engine. Push the sliders higher for words that are harder to describe and easier to confuse.
Move from obvious contrasts to near-twin concepts that make every clue suspicious.
Food, places, objects, nature, sports, and abstract concepts are mixed to avoid repetitive rounds.
An optional no-word role forces players to listen first, bluff carefully, and guess the main word.
Imposter Table starts with hidden-word rounds. These formats can become separate tables later.
Imposter Table is a browser party game where most players share one word while one or more imposters receive a different word. The group gives clues, compares answers, and votes on who seems out of place.
The blank player receives no word. They survive by listening to other clues and improvising. If your group allows last guesses, the blank player can still win by naming the main word.
Abstract level controls whether words are concrete or abstract. Word closeness controls how similar the two words feel. High values make clues harder to phrase and harder to judge.
No download is required. One-phone play works on a shared device, while live rooms let players join from their own phones with a short code.
At least 3 players are needed. Six to ten players usually gives the best mix of clues, doubt, and readable voting.
Yes. Create a live room, copy the invite, and each friend can join with the same room code from their own phone.
Give the phone to the next player before revealing their card.