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How to play Spy

A full guide: who the spy is, how locations and professions are dealt, the question round, voting, the spy's final guess and the controls on muta.pro. Read it and jump straight into a room.

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In brief

Goal
Find the spy / don't give yourself away
Players
4–10
Game
10–20 min
Difficulty
Easy
Genre
Party · deduction

Goal of the game

Spy is a game of social deduction and bluff. Everyone except one player knows the shared location (for example, "Airport" or "Casino") and their own profession in that place. One player secretly becomes the spy — they do not know the location.

Everyone knows📍 Location: Beach
Except one🕵️ The Spy doesn't know the place
Goalspot the spy by their answers

Everyone knows the location except the spy; questions expose them, while they try to guess the place.

The sides have opposite aims. The civilians want to work out the spy from evasive answers and vote against them. The spy wants to survive to the end of the vote unnoticed or, once revealed, to guess the chosen location. No dice and no cards in hand — just conversation and observation.

Setup

Gather your group with a room code. The server secretly picks one location from the deck (there are more than two dozen in the muta.pro version) and assigns the spy at random. Each civilian is given a profession tied to that location.

You do not show your role to your neighbours: on the start screen the role card is hidden until you reveal it yourself with the "Show role" button. Open it for yourself only — it holds either the location and your profession, or a warning that you are the spy. Once the role is open, the question round begins.

How a game goes

Dealing the roles

A location is set, a spy is chosen, and the civilians are given professions. Everyone silently looks at their role card and hides it again.

The question round

Players take turns asking each other questions about the place: "Do you come here often?", "What would you eat here?". The person addressed answers. The right to ask is passed on with the "Pass the turn" button.

The spy's cover

The spy does not know the location, so they answer vaguely and ask general questions themselves, trying to work out from others' replies where everyone is.

Caution for civilians

Civilians phrase their questions so that their teammates catch the hint while the spy gets confused. You must not name the location outright — otherwise you give it away to the spy.

The round timer

A limited time (about 90 seconds) is given for discussion. When it runs out, the game automatically moves to voting. You can also move to it earlier with the "To voting" button.

Voting

Everyone points at the person they think is the spy. The player with the most votes becomes the suspect.

The reveal

If the spy is accused, they get one last chance to guess the location. If an innocent is accused, the spy survives and wins at once.

Who wins

The outcome of the round is decided at the reveal. The civilians win only if the vote pointed at the spy and he then failed to guess the chosen location.

The spy wins in two cases: if the vote pointed at an innocent (he stayed undetected) or if he was revealed but named the correct location from the shared list. Each new round sets a new location and a new spy, so you can play a series and keep score however your group likes.

Controls on muta.pro

👁
Show / hide role
In the centre is the role card. The "Show role" button reveals the location and profession (or the fact that you are the spy); "Hide role" hides it again.
Question and passing the turn
On your turn press "Ask a question", then "Pass the turn →" to send the turn on around the circle.
🗳
Voting
The "To voting" button opens the panel. Click on your suspect in the list of players or in the panel on the right and press "Vote".
💬
Chat and feed
On the left is the chat for remarks, on the right the round feed and the timer. The "New round" button deals the roles again.

Tips

Ask specifically, but indirectly

A good question tests knowledge of the place without naming it: from the answer a teammate nods along, while the spy flounders.

Watch for evasiveness

The spy answers in general phrases and avoids details. An answer that is too vague is a reason to take a closer look.

Spy — listen for the details

If you are the spy, catch the hints about the place in others' replies and tune your answers to what has already been said.

Don't rush the vote

One or two rounds of questions give more clues than an early shot in the dark. But dragging it out to the end of the timer is risky too.

How to ask questions

The question is the civilian's main weapon. A good question cuts out the spy without giving him the location: a teammate recognises "one of us" from the answer, while the outsider is forced to bluff blind. A bad question names the place too directly and hands the spy a hint.

Ask about roles, not the place

"Do you need a uniform here?", "Do you work with people or with equipment?" — questions like these test the profession. Someone who knows will answer confidently and to the point; the spy gives a vague brush-off.

Build on the previous answer

Latch onto someone's remark: "And would you do that there too?". The spy, who never heard the location's context, easily contradicts what has already been said.

Keep a plausible reserve

Ask a question you yourself have two or three good answers to. Otherwise, on your turn to answer, you will pass for the spy yourself.

Don't keep addressing one person

By sending questions around the circle you gather more samples of behaviour and don't reveal exactly whom you suspect.

Listen for the pause before the answer

A hesitation and an "um" before a simple question about the place is a common sign that a person is playing for time and making things up.

The spy's tactics: how to blend in

You don't know the location — and that's fine. The spy's task: last until the vote unnoticed, meanwhile piecing together a guess about the place from others' replies in case of a reveal. You can't stay silent, and you can't be too brazen either.

Answer in general but lively words

"Yes, I'm here regularly", "I like the atmosphere here" fit almost any location. Avoid specific details you don't know.

Turn the question back

"Interesting, and what do you think yourself?" — this shifts attention onto the other person and gives you one more hint about the place instead of exposing you.

Build up a list of locations

Keep a general list of places in your head. Every detail from others' answers crosses off the surplus and brings you closer to the right guess.

Don't overplay it

An answer that is too glib and "just in case" detailed gives you away more than a short, calm one. Fewer details — less evidence.

Seize the moment to guess

If you feel you're about to be revealed and the place is already clear — sometimes it's better not to wait and to name the location confidently at the reveal.

Reading the table and voting

By the time of the vote you have a dozen replies in hand. The spy almost always leaves a trace: he talks about the place, not from inside the place. Your task is to compare the answers and not be led by the loudest accuser.

Three answers sound like they come "from inside" the location (◯), one stands out with general phrases — the likely spy (✕).

Compare, don't fixate on one

Keep in mind who answered like an insider and who got by on general words. What is suspicious is not a single remark but the gap between people.

Beware the early shouter

Whoever accuses loudest from the first round is often the spy himself: the noise covers his own evasiveness.

Line up the votes before you shoot

Scattered votes save the spy. Agree with a glance or a hint so the accusation converges on one person rather than smearing across several.

Variants and common mistakes

The basic mode on muta.pro is one spy, a timer of about a minute and a half, and a final guess. Your group can easily tweak the pace and difficulty within the same rules, with no new buttons.

Fast round

One round of questions and straight to the vote. Less information, more bluffing — good for the spy, exciting for everyone.

Long game

Two or three rounds before the timer. Civilians have time to double-check the suspect, and it's harder for the spy to keep the mask on.

Series for points

Play several deals in a row and keep score of the wins — that way the spy's role goes to everyone in turn.

  1. Naming the location out loud. A direct "we're at the airport, aren't we" instantly supplies the spy with a ready answer for the final guess.
  2. Voting on the very first hesitation. One pause is not evidence. An early shot in the dark more often hits your own side.
  3. The spy stays silent the whole round. Complete passivity is just as noticeable as chattiness: answer briefly, but do answer.
  4. The civilians reveal the hint too plainly. If your teammates got you from half a word, the spy probably got it too.

Frequently asked questions

How many spies are there in a round?
One. They are chosen at random from all the players at the table; the rest are civilians with professions.
What happens if the round time runs out?
The game automatically moves the table to voting. So keep an eye on the timer in the right-hand panel.
The spy was caught — has he lost?
Not right away. After being revealed, the spy makes a final guess about the location: if he names the right place, he wins, not the civilians.
Can you say the location out loud?
Better not. Naming the place directly gives the spy the answer — civilians ask only indirect questions.
How do you tell a good question from one that gives away the location?
A good question tests a person's role and behaviour in the place rather than naming the place itself. If the spy could guess the location from the wording, the question is too direct — ask it another way.
What should the spy do on the very first turn, when there are no hints yet?
Answer as neutrally as possible and, where you can, turn the question back on the asker. The first couple of others' replies usually give you enough to narrow down the list of locations.
Should you vote at once if someone hesitates over an answer?
No, a single hesitation is weak evidence, and even civilians get nervous. Let at least one full round go by and compare the person with the others before you accuse.
How can civilians avoid splitting their votes and letting the spy slip away?
Agree in advance, based on the replies, on one main suspect and hint at it to your teammates indirectly. If the votes are spread across several players, the spy survives.
Can an active, talkative player turn out to be the spy?
Yes, and often that is exactly the case. Loud accusations and a stream of questions are a convenient cover for someone who does not know the location, so judge by the substance of the answers, not by how active someone is.
How is Spy different from Mafia and Codenames?
In Mafia the roles act at night and players are eliminated, whereas in Spy everything is decided by a single round of spoken questions and a vote. The difference from Codenames is that there are no teams or word clues here — just personal deduction at the table.
Ready for a game?
Create a room, invite a friend with a code, or play against a bot.

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