Imposter Role Generator
Chooses the imposter in secret and tells nobody but them. Pass the phone round the group, everyone looks once, and the round starts with exactly one person — or more, if you choose — knowing something the others do not.
What this generator does
Fills the specific role of choosing an imposter and briefing them privately, which is the one job in this style of game that cannot be done out loud. Compared with the generic secret role assigner, the wording here is written for the crew-and-imposter framing so the on-screen brief tells the imposter what they are trying to do rather than leaving it abstract.
How to use this tool
- Enter everyone playing, in the order you will pass the phone.
- Set how many imposters there should be.
- Deal, then pass the phone round so each player checks their own role.
- Play the round, then vote on who you think it is.
Understanding the controls
- Players
- One per line in seating order. Everyone listed gets a role, so include yourself — an organiser who deals but does not play is one fewer suspect and makes the round easier.
- Imposters
- One imposter suits four to seven players; two works better from about eight upwards, because a single imposter in a large group is very hard to catch. The maximum leaves at least two crew.
Worked examples
- Six players, one imposter
- Each player has a one-in-six chance of being the imposter, and there are six possible deals.
- Ten players, two imposters
- Forty-five possible pairs, and any given player is an imposter one time in five.
- Eight players, one imposter
- A twelve and a half per cent chance each, and eight possible deals in total.
Common use cases
- A quick party game needing no equipment beyond one phone
- A warm-up round before a longer social deduction game
- Youth group or club sessions where cards would get lost
- A drinks game that works in a noisy room because it needs no reading aloud
- A team away-day icebreaker with a competitive edge
How this generator works
Every player is assigned crew or imposter in a single draw before the first person looks, so nothing about the allocation depends on the order people check their phones. Each player then sees only their own role, and the screen returns to blank before it can be handed on. With two or more imposters the tool tells each of them their own role but does not reveal who the others are, so if your house rules say imposters know each other you will need to agree a signal for that separately.
Randomness and fairness
Who becomes the imposter is drawn with the browser's cryptographic randomness, and every player is equally likely regardless of where they sit in the pass order — the person who looks first is no more or less likely to be chosen than the person who looks last. There is deliberately no seed, because a reproducible deal would let someone work out the imposter in advance.
For how randomness is produced across the whole site, see how Generate Random works.
Limitations and good to know
- Imposters are not told who the other imposters are. If your version of the game has them working together knowingly, that has to be arranged outside the tool.
- There is no timer, no task list and no voting mechanism — the phone assigns the roles and the rest of the game happens around the table.
- Refreshing the page loses the deal, so nobody who has not yet looked will be able to.
- With one imposter and a very large group the round can drag, because the odds of catching them by discussion alone get thin. Add a second imposter past eight players.
Common mistakes
- The organiser dealing but not taking a role themselves
- Add yourself to the list. A player everyone knows is innocent shrinks the puzzle and usually shortens the round.
- Running one imposter in a group of twelve
- Use two from about eight players upwards, otherwise the crew rarely have enough information to converge on anyone.
- Looking at your role in full view of the table
- Turn away or cup the screen. The tool blanks between players but it cannot stop somebody reading over a shoulder.
Practical tips
- Agree the round length before dealing — imposter games are much better with a hard stop than with an open-ended discussion.
- If the same person keeps being accused first, deal again and start the discussion with a different player each round.
Privacy and your data
Names and roles stay on the device and are never transmitted, stored or written into the page address. Only the current player's role is ever on screen, and it clears before the phone is passed on, so there is no history for a later player to scroll back through. Analytics records the number of players and nothing else.
A generic role dealer for the imposter style of party game. It is not affiliated with any published game and reproduces no game's rules, components or artwork.
Frequently asked questions
- How many imposters should we have?
- One for four to seven players, two for eight or more. Past a dozen, three keeps the pressure on.
- Do the imposters know each other?
- Not from this tool — each player is told only their own role. Agree a signal beforehand if your rules need them to know.
- Can we play again with the same group?
- Yes, press Deal again. The new deal is completely independent of the previous one.
Related generators
- Secret Role AssignerDeal hidden roles to players on one phone, passed around so each person sees only their own — no cards, no printing, no app.
- Spy Word Game GeneratorEveryone gets the same secret word except the spy, who gets a related one — then you take turns describing it and work out who is faking.
- Mafia Role AssignerDeal Mafia, Detective, Doctor and Villager roles on one phone, with the rules and recommended role counts for each group size.