Insider box art
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Insider

Twenty Questions against a timer, with a secret Insider steering the table to the answer.

Rating
⭐ 7.0
Players
👥 4–8
Time
⏱ 15 min
Year
📅 2016
Age
👶 9+
Complexity
🟢 light
PartySocial Deduction
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About Insider

Insider is a quick game of Twenty Questions with a twist. One player, the Master, knows the secret word and answers yes or no questions, and the table has a few minutes to guess it. But one ordinary-looking player is the Insider, who also knows the word and is quietly guiding everyone towards it. Once the word is found, the group has to work out who was helping a little too much, which turns a cosy guessing game into a sharp little argument.

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Is Insider Right for You?

Best for

Insider is for a group of four to eight who want something quick, clever and easy to explain. It is best at five or six, where the Insider has enough cover and everyone gets plenty of questions in. It makes a great opener before a longer game.

Maybe skip it if…

The word list is the heart of the game, so groups who play it many times will start to repeat words. Players who struggle with yes or no questions under time pressure may find the timer stressful.

How to Play Insider

Setup

Deal the role tiles so there is one Master, one Insider and the rest Commons. The Master reveals themself and draws a word, and the Insider secretly learns it too.

On Your Turn

  1. Start the sand timer. Everyone except the Master asks yes or no questions to find the word.
  2. The Master answers only yes, no or I don't know.
  3. If the word is guessed before time runs out, flip the timer: the group now has as long to discuss as the guessing took.
  4. Everyone votes on who they think the Insider is.

How to Win

If the word is found and the Insider is named, the Master and Commons win. If the Insider escapes, the Insider wins. If the word is not found in time, everyone loses.

💡 Strategy Tips

As the Insider, do not guess the word yourself. Nudge someone else into saying it.

Common Mistakes to Avoid

  • The Insider guessing the word themself. It is the most suspicious thing you can do.
  • Asking slow, narrow questions. Broad questions such as "Is it alive?" save time early on.
  • Forgetting that the word can be lost. If nobody finds it in time, everyone loses, including the Insider.
  • Commons hiding their reasoning in the discussion phase. Say why you suspect someone, so others can test it.

Advanced Strategy

  • As the Insider, ask one or two questions that are a little too good, then go quiet and let someone else land the word.
  • As a Common, notice who asked the question that narrowed things down most. That player is the first suspect.
  • As the Master, answer quickly and evenly. Hesitation can give away how close a question was.
  • When discussion time is short, it means the word fell quickly, which often points at the Insider.

Variants & House Rules

Insider Black

Oink Games' advanced version, with harder words, a shorter timer, a Follower role for six or more and extra rule variants. It can be combined with the original box.

House rule: rotating Master

Some groups rotate the Master role clockwise each round instead of dealing it, so everyone gets a go at answering.

Video Guides

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Our Verdict

Insider takes Twenty Questions and adds just enough hidden-role tension to make it sharp. It is small, cheap and plays in a quarter of an hour. We recommend it as an opener for groups of five or six who enjoy wordplay.

Frequently Asked Questions

How many players is Insider best with?

Five or six is ideal. It works from four to eight, but at eight there are fewer questions each.

Can the Master be the Insider?

No. The Master is always known to everyone and plays with the Commons.

Is it suitable for children?

The box says 9+. Younger players can join if the words are easy, but the discussion phase rewards confident talkers.

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