Undercover
One secret word per player, a spoken clue, a vote to unmask the mole.
Every player gets a secret word — except the Undercover, who get a related but different one, and Mr. White, who gets nothing at all. One spoken clue per turn, a vote to eliminate a suspect, and that delicious feeling of doubting your best friend for entirely the wrong reasons.
- Players
- 3 to 10
- Length
- about 20 min
- What you need
- Nothing, it all happens on screen
How to play Undercover
- Add the players (3 minimum) and choose the composition: how many Undercover, and whether Mr. White is in play.
- Everyone privately sees their word — civilians share the same word, Undercover get a related but different one, Mr. White gets none.
- In turn, each player gives one spoken clue related to their word, without ever saying it.
- After a full round of clues, everyone votes to eliminate whoever seems most suspicious.
- The eliminated player reveals their role. If it's Mr. White, they get one last shot: guess the civilians' word to win alone.
Frequently asked questions
- How many players do you need?
- Three minimum, up to ten. Role composition adjusts automatically to keep civilians strictly in the majority, even if you ask for more Undercover than the headcount allows.
- What happens if Mr. White gets unmasked?
- They get one last card to play: guess the civilians' word purely from listening to the clues. Guess right and they win alone — get it wrong and the game carries on without them.
- Can a clue accidentally give away the secret word?
- The game doesn't technically stop you, but it would ruin the round for everyone — and get you voted out on principle next turn.
- Where do the secret words come from?
- A pool of 50 pairs of related-but-different words (coffee / tea, pizza / burger…), drawn at random each game.