01
You never stop the party to play it
There is no table, no turn and no moment where somebody has to explain the rules to a room. You hand the cards out once and it runs underneath everything you were already doing.
Printable party game
Missions get handed out at the start and the game runs quietly underneath the whole event. Pull yours off without anyone noticing, and call out anyone you catch trying theirs.


There are no turns. It runs for the whole party.

Step 1
Deal one card to each player at the start, three missions on each. Yours are built around the people actually in the room, and nobody else ever sees them.
Mission complete. Jake has no idea.
Step 2
There are no turns and nobody stops the party. You wait for the right moment in an ordinary conversation and quietly steer it where you need it to go.

Step 3
If somebody calls you out mid-attempt, that mission is gone. Call one wrong and you lose a point yourself, so nobody accuses on a hunch. When the deadline hits, everyone reveals what they got away with.
01
There is no table, no turn and no moment where somebody has to explain the rules to a room. You hand the cards out once and it runs underneath everything you were already doing.
02
The second everyone knows missions are live, an ordinary compliment sounds like a set-up. Half the fun happens to people who are not even attempting anything.
03
A whole event of quiet scheming gets revealed in one go at the deadline, and most of it nobody saw coming.
What makes it yours
You tell us about the guest of honour, and missions come back naming them, plus material from the group worked in around roles everyone at the table will recognise.
Ava always says she is leaving by ten
Get Ava to promise she is leaving in the next ten minutes
The group always argues about who is driving
Get whoever is driving to change their mind twice
Someone always brings the same dessert
Get whoever brought dessert to offer a stranger the first slice

Prints on plain A4 or Letter. Black and white is fine. Cut along the guides and you are ready.
See a real printed pack (PDF)Before you play: a pen for every player, for ticking missions off as they land.
Hand the cards out first thing. It needs runway. Start it late and half the missions never get a chance to land.
That mission is dead and cannot score. You still have the other two, and denying everything loudly is well within the rules. Whoever called you out is taking a risk too, because a wrong accusation costs them a point.
No. They do not take a card. Every other mission in the room can be aimed at them, so they spend the whole party being worked on without knowing it.
That is the entire point of it. There is no round, no turn, no table. You deal the cards once and the game runs underneath everything else you were already doing.
Six is enough. It gets better with more, because there are more people to use as unwitting props.
A pen. That is it.
Majority Rules
The biggest crowd wins every round.
See gameThe Outsider
The whole group knows the word. One person has to fake it. Nobody knows who.
See gameBet Your Mate
Guess the number. Bet your chips.
See gameSketchy Business
Everyone is drawing the same thing. One person has no idea what it is.
See gameThe Pitch
Talk your way out of a Case using one absurd Curveball.
See gameReady to play?
Choose the games that fit your group, then print the pages you need.
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