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THE GUIDE

Undercover words: the rules and 100 word pairs for the spy game

One word for the civilians, an almost identical one for the spy, and a hundred pairs ready to use.

Everyone gets the same secret word except the impostors. Each player describes theirs without saying it, and the table votes. The spy game, also known as Undercover, needs nothing but good word pairs. Here are a hundred, taken from the bank of The Spy on PlaySobr and sorted by theme, with the rules in five lines, the impostor count per table and the paper version.

Pairs taken on 9 September 2026 from the bank of The Spy, which holds six universes and more than 280 pairs.

The rules in five lines

Each player gets a secret word. Civilians all share the same one, say Cat. Spies get another one, close but different, say Dog. Nobody knows which side they are on.

In turn, each player describes their word in one word or a short phrase, without saying it. Too precise and the spy latches onto you, too vague and you become the suspect.

After the round of clues, everyone votes to eliminate a suspect. The eliminated player reveals their side.

Civilians win once every impostor is out. Spies win when they are as many as the remaining civilians.

Mister White variant. One player gets no word at all and has to work out the civilians' word from what they hear. If eliminated, they get one last chance to say it, and if they are right, they win alone.

How many impostors per table

The simple rule, the one the game applies by default. One spy up to five players, two from six to eight, three from nine to twelve. Mister White joins from four players, on top of the spies.

The cap is simple too. Spies never exceed half the players minus one, three spies for seven players for instance, and Mister White comes on top. A single Mister White with no spy also holds, the game becomes pure guessing.

On paper, these numbers are set by hand, and the custom is to keep impostors in the minority. On the phone, the host adjusts the spy count and turns Mister White on or off from the setup screen, the game blocks impossible combinations.

Twenty classic pairs

The starter pairs, the ones you hand a table discovering the game. One word goes to the civilians, the other to the spy, in whichever order you like.

  1. Cat / Dog
  2. Pizza / Burger
  3. Beach / Pool
  4. Coffee / Tea
  5. Car / Motorcycle
  6. Subway / Bus
  7. Book / Magazine
  8. Movie / TV show
  9. Mountain / Forest
  10. Baker / Pastry chef
  11. Soccer / Rugby
  12. Guitar / Piano
  13. Apple / Pear
  14. Tiger / Lion
  15. King / Queen
  16. Salt / Sugar
  17. Train / Plane
  18. Doctor / Nurse
  19. Sun / Moon
  20. Paris / London

Twenty food pairs

The theme that gets people talking most. Everyone has an opinion on fondue, and the spy holding mac and cheese does just fine.

  1. Fondue / Mac and cheese
  2. Pancake / Waffle
  3. Grilled cheese / Panini
  4. Cheddar / Mozzarella
  5. Espresso / Cappuccino
  6. Macaron / Meringue
  7. Mustard / Mayonnaise
  8. Butter / Margarine
  9. Rice / Pasta
  10. Fries / Onion rings
  11. Salami / Ham
  12. Oyster / Mussel
  13. Salmon / Trout
  14. Chicken / Turkey
  15. Strawberry / Raspberry
  16. Melon / Watermelon
  17. Zucchini / Eggplant
  18. Cookie / Brownie
  19. Tiramisu / Panna cotta
  20. Curry / Stew

Fifteen movie and TV pairs

Heroes, sagas and shows the whole table knows. Check everyone has the references, otherwise the one who has not seen the film passes for the spy.

  1. Star Wars / Star Trek
  2. Harry Potter / The Lord of the Rings
  3. James Bond / Jason Bourne
  4. Batman / Iron Man
  5. Spider-Man / Superman
  6. Darth Vader / Voldemort
  7. Yoda / Gandalf
  8. Zombie / Vampire
  9. Friends / How I Met Your Mother
  10. Game of Thrones / Vikings
  11. The Simpsons / South Park
  12. Toy Story / Shrek
  13. Frozen / Moana
  14. Mario / Sonic
  15. Sherlock Holmes / Hercule Poirot

Fifteen travel pairs

Places and holiday objects. Descriptions stay concrete, which helps tables that are just starting.

  1. Hotel / Hostel
  2. Tent / Hammock
  3. Suitcase / Backpack
  4. Passport / Visa
  5. Airport / Train station
  6. Cruise / Ferry
  7. Compass / GPS
  8. Helicopter / Hot air balloon
  9. Castle / Palace
  10. Museum / Gallery
  11. Pyramids / Sphinx
  12. Rome / Athens
  13. Venice / Amsterdam
  14. New York / Tokyo
  15. Volcano / Geyser

Fifteen sport and hobby pairs

Sports, games and pastimes. The field, the gear and the pace give clues without giving it away.

  1. Basketball / Volleyball
  2. Judo / Karate
  3. Boxing / Wrestling
  4. Marathon / Triathlon
  5. Surfing / Paddleboarding
  6. Kayak / Canoe
  7. Golf / Billiards
  8. Badminton / Squash
  9. Yoga / Pilates
  10. Chess / Checkers
  11. Poker / Blackjack
  12. Jigsaw puzzle / Lego
  13. Karaoke / Concert
  14. Salsa / Tango
  15. Skateboard / BMX

Fifteen everyday pairs

Office, home and clothes. The tightest pairs on the list, for tables that want long games.

  1. Pen / Pencil
  2. Stapler / Paper clip
  3. Printer / Scanner
  4. Elevator / Escalator
  5. Sofa / Armchair
  6. Shower / Bathtub
  7. Fridge / Freezer
  8. Oven / Microwave
  9. Curtain / Blinds
  10. Washing machine / Dishwasher
  11. Earbuds / Headphones
  12. Watch / Alarm clock
  13. Sweater / Hoodie
  14. Scarf / Beanie
  15. Pajamas / Bathrobe

How to play without a phone

Take as many slips of paper as players. Write the civilians' word on all of them except one or two with the spy's word, and one blank slip if you play with Mister White. Fold, shuffle, hand out.

Whoever prepares the slips knows both words. They sit that round out, or they prepare several rounds ahead in numbered envelopes. Draw lots for who speaks first, then go around the table.

For the vote, everyone points at a suspect at the same time on the count. The eliminated player's slip is unfolded in front of everyone.

Or let the phone hand out the words

The hundred pairs above are enough for a whole evening. If nobody wants to prepare the slips or sit a round out, The Spy on PlaySobr hands out the words. The host creates a room, the others scan a QR code, each player discovers their word in secret on their phone, and the vote happens on screen.

Six word universes to mix or play pure, more than 280 pairs with no repeats within a room, Mister White and the spy count adjustable, and a single-phone mode that passes from hand to hand for guests without a device. Free, no account, nothing to install, 3 to 12 players.

Frequently asked questions

How many players for the spy game?

Three to twelve. The game comes into its own from five or six, when two spies can cover for each other. At twelve, count three spies and one Mister White.

How long does a round last?

A round of clues takes one to two minutes, the vote about as long. A full game, with several rounds until one side wins, runs ten to fifteen minutes, and tables usually go again with new roles.

What about three players?

One spy and two civilians, a single round of clues then a vote. If the civilians get it wrong, the spy wins on the spot. Add Mister White only from four players, otherwise the remaining civilian has nobody left to confirm their word.

Are The Spy and Undercover the same game?

The same principle. Undercover is the name of a well-known app that popularised the version with Mister White. The Spy is the PlaySobr take on it, with its own word pairs, six universes and the single-phone mode.

The games this article talks about

Play tonight, without preparing the slips

A room in thirty seconds, a QR code, and everyone gets their word in secret. No account, nothing to install.

Back to the guide: which game for your night?

Comparing platforms? The phone party game comparison.

Undercover and the works named in the pairs are trademarks of their respective owners, cited for comparison or reference.