An imposter game for a large group works best when everyone gets a short turn and the host keeps the secret private. Adding people without changing the structure usually means longer waits and a louder discussion, without necessarily making the game better.
First choose the format. Find the Imposter supports 3–15 players, on one device or in an online room. For 16 or 20 friends, split into smaller games. You can still run one shared game night without putting everybody in the same room.
Pick a setup for your headcount
| Players | Practical setup | Host's first adjustment |
|---|---|---|
| 5–7 | One phone or one online room | Start with one imposter and familiar words |
| 8–10 | One room is possible | Set the speaking order before role reveal |
| 11–15 | One device or one online room | Keep individual clues short; avoid parallel conversations |
| 16–20 | Two tables or two online rooms | Give each group its own host and secret |
| More than 20 | Several smaller groups | Share results between rounds, not secret words |
These are hosting suggestions. Choose available settings in the game and use the results it displays. Any tournament scoring or paper voting described below is a separate house rule, not an automatic app feature.
A simple plan for 10 players
Choose one host to explain the flow, but let them play if the app distributes the secret roles. Start with a familiar category and one imposter. Increasing hidden roles immediately can make the opening round harder to follow, especially for newcomers.
Before starting, number the seats or agree on an online speaking order. Give every player one short clue before opening discussion. If each person uses roughly ten seconds, ten turns already take about a minute and forty seconds, before explanations and voting. Do not promise a complete round in one minute.
After the first pass, allow brief follow-up questions and then vote using the app. Ask players to refer to a clue: “I couldn't connect your clue to the others” is more useful than “you look guilty.” Shyness, laughter or a language difference is not proof of a hidden role.
How to run 20 people without a 20-player room
Split into two groups of ten. Each group creates its own online room or uses its own phone. The hosts should start at roughly the same time, but neither group has to wait if the other needs another minute.
After a couple of rounds, take a short break and rotate some players between groups. Finish with each group sharing its funniest clue or reveal. This keeps the event connected without leaking secrets while people are still playing.
If you want a light tournament, record one group win or imposter win per completed round on paper. Agree on scoring before starting and count the same number of rounds for everyone. Do not compare raw totals from a table that played twice as many rounds.
One phone: reduce waiting and accidental peeking
Seat players in a clear circle, keep the phone facing its current player, and use the hide-and-pass flow before handing it over. Turn the screen away from nearby players while checking the role. Avoid mirroring the phone to a television during secret reveals.
With 15 players, passing and reading takes longer than with five. Have the host explain the rules before the first reveal, not repeatedly during every handover. If the group loses interest while waiting, split into two circles next round.
For a different one-table activity, try the paper drawing imposter game. It uses separate paper rules; it is not a drawing mode hidden in the app.
Online rooms: keep the invitation and discussion clear
Create the game, share its invitation link or code with the intended group, and wait for the players to join before starting. For a private gathering, check the room visibility and join-request settings rather than opening it publicly just to make sharing easier.
If players are remote, agree on how you will speak (for example, through an existing group voice call) and keep the app open for roles and voting. Do not share your role screen on the call. Ask everyone to mute other loud audio so clues are easy to hear.
More than ten online players need separate rooms. Assign the rooms before posting invitations, so nobody spends the first round trying to join a room that is already full. Start from the game setup and select the online option for your group.
Words that include the whole table
Begin with everyday objects, food or animals. A specialist category works only when the group shares that interest. Ten football fans may enjoy footballers; a mixed office group may not.
Our word ideas include familiar and funny packs. For a classroom, preview topics and use the teacher guide. Avoid surprise adult themes or personal jokes aimed at one participant.
A player who does not recognize a word is not having the same challenge as the others. After the reveal, allow them to say so without being mocked. Choose a more familiar topic for the next round.
Fix the three problems that slow large groups down
The loudest player controls every vote
Use a round-robin clue phase and give quieter people a turn before free discussion. You can ask each person for one observation, then move on. The host should manage turns rather than campaign for a suspect.
Players repeat the same clue
Agree that a player should find a new angle where possible. Allow a short thinking pause. If the word has run out of useful clues, move to the vote instead of demanding increasingly obscure hints.
The group argues about the result
Use the app's result for app play. If you are playing entirely on paper, decide tie and win rules before dealing. Adding a final-guess rule only after the imposter is caught is unfair to both sides.
Questions hosts ask
Can all 20 of us join one online room?
No. The current online limit is 15 players per room. Use two rooms of ten, or smaller groups that fit the attendance.
Do we need several imposters?
Not for the first round. Start simply, then adjust the options available in the game if your group wants more complexity. More hidden roles are not automatically more fun.
Can we play at a family party and on a video call?
Yes, but the logistics differ. One-device play suits a shared table. Online rooms let people use separate devices; remote players also need a clear way to exchange spoken clues.
What should the host prepare beforehand?
Know the headcount, select a familiar topic, test the intended devices, decide the speaking order and explain how people will join. Those small preparations matter more than adding extra rules.



