EMERALD
Imposter Game
About, How to Play and Rules for Emerald’s social deduction game.
AN EMERALD SERVER GAME
One different word. One hidden Imposter.
Imposter is a social deduction game for 3–12 players. The Citizens share one secret word; the Imposter receives a related, different word. Give indirect clues, compare what other players say and vote out the Imposter before too few Citizens remain.
The Imposter stays the same throughout the game. Each new round brings a fresh word pair. Classic mode uses turns in channel chat; Intel mode uses private clue forms.
How to Play
- Create a lobby. Run
/imposter in a server channel with text chat. Optionally set max_players between 3 and 12; the default is 8. Other members press Join.
- Choose the settings. The host selects Classic or Intel, word categories, clue and voting timers, and optional rules. With at least 3 players, press Start. Lobbies expire after 5 minutes.
- Reveal your word privately. Press Reveal My Word on the current round panel. Keep the word secret. Role Awareness, when enabled, also tells you your role.
- Give your clue. Follow the instructions for the chosen mode below. Use an indirect clue without repeating someone else’s clue or disclosing the secret word.
- Discuss and vote. Living players can discuss during voting. Choose a candidate’s button, or Skip when available. Votes are private; you may change yours until all eligible votes are received or the deadline passes.
- Continue or celebrate. A new round starts after the results. Citizens win if the Imposter is eliminated. The Imposter wins if too few players remain. At the end, use Show Words to view the word pairs.
ClassicTake turns in channel chat
There is a 10-second preparation period. Players then take turns in a shuffled order, sending exactly one clue message during their own turn. Clues must contain letters and be 3–500 characters long. Editing the original clue is allowed when Anti-Delete is off; Anti-Delete preserves a bot-controlled copy.
IntelSubmit clues privately
The Citizens, including an enabled Helper, submit first through Submit Clue. The Imposter then gets a separate turn and may use View Submitted Clues before submitting. Forms accept 3–256 characters with letters. Each player submits once per round. Clues are shown publicly before voting; Anonymous mode uses consistent numbered labels.
Rules
- Keep the deduction fair. Do not share your word, reveal it directly in a clue, repeat another player’s clue, or coordinate secretly outside the game. These conduct rules are enforced by players and server staff.
- Follow the deadline. A living player who misses their clue or voting deadline is ejected. If that player is the Imposter, the Citizens win. Late submissions and forms from an earlier round or phase are rejected.
- Vote only for a living candidate. Self-votes are allowed. The candidate with the uniquely highest vote count is ejected. Ties cause no voted ejection. Only vote totals are public.
- Skip limits. The host allows 1–5 Skip-winning rounds. The counter resets when someone is voted out; ties leave it unchanged. Once the limit is reached, players cannot select Skip. An eligible Helper’s automatic vote and absent ejected voters’ automatic votes remain Skip.
- Optional ejected voting. Ejected players may vote if the host enables it. They cannot submit more clues or be voted out again. If they can vote, the Citizens’ word stays hidden from them until the game ends. Members who leave the server are no longer eligible to vote.
- Imposter Helper. This optional role needs at least 6 players at the start. The Helper receives the Imposter’s word and automatically votes Skip when eligible. With Role Awareness on, they see both words without knowing which word belongs to which side. Their goal is to help the Imposter survive; ejecting the Helper alone does not give the Citizens a win.
- Winning threshold. With no living Helper, the Imposter wins when fewer than 3 players remain. With a living Helper, the threshold is fewer than 4. Eliminating the Imposter always gives the Citizens a win.
- Chat settings. Spectators and ejected players follow the host’s spectator-chat setting. Living players must use their clue turn or Intel form during clue phases and may chat during voting.
- Host controls. Only the host can change lobby settings, remove a lobby player, start, or cancel the lobby. Settings lock when the game starts. If the host leaves the lobby, another player becomes host.
- One game per channel. Imposter, Tic Tac Toe and Rogue Roulette share the channel limit, including active lobbies and pending rematches. A member with Manage Server can use
/endgame in that same channel to forcefully close its current game. All game commands are server-only.
Timers and permissions
The host can choose a 30–120 second clue timer and a 20–90 second voting timer. Emerald needs View Channel, Send Messages (or Send Messages in Threads), Embed Links, Read Message History and Manage Messages. Manage Webhooks is optional for Anti-Delete; Emerald can preserve the clue with a normal bot message instead.