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Field manual / 04 steps

How to play

Read the room. Protect the secret. Find the one who doesn't know.

Investigation protocol

Four moves. One hidden identity.

A game takes a few rounds of five to ten minutes, for three to twenty players, with nothing to download.

Everyone in one room? Pass a single phone round the table and give one clue each instead of typing questions.

Play on one phone
  1. Evidence 01

    Gather the crew

    Create a room and share its code. Bring three to twenty players into the same investigation, and let the host pick the mode.

  2. Evidence 02

    Read your file

    The crew receive the secret word: a place, a food, an animal, a thing, a job or an activity. Shaksy gets no word at all. A Farebi gets a look-alike word that is close, but different.

  3. Evidence 03

    Question the room

    Take turns asking subtle questions. Prove what you know without exposing the answer.

  4. Evidence 04

    Make your call

    Vote one player out each round and reveal their role. A caught Shaksy gets one guess at the word. The crew wins when every hidden player is out.

Questioning guidance

Say enough to prove it.

Good questions reveal whether someone knows the word. Direct questions hand Shaksy the answer.

Interrogation memo

Ask like this

  • “Would families enjoy this?”
  • “Is it something you see every day?”

Never like this

  • “Is it an airport?”
  • “Do planes land there?”

The crew

You know the word.

Ask and answer carefully. Vote out every hidden player before they outlast you.

Shaksy

You are the unknown.

No word at all. Listen for clues and blend in. If you are caught, one right guess at the word still wins.

Farebi

You are the deceiver.

Your word is a look-alike. Sound like the crew, survive the votes, and win once you match them in number.

Case open

Someone has to be Shaksy.

Start an investigation