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How to Play Inside Job

A bank-vault heist party game for 2–8 players. Trivia cracks the locks, bluffing hides the truth, and someone on your crew might be working for the other side.

Getting started

  1. Everyone opens the game link on their own phone, tablet or computer. You'll want a voice or video call too, though the built-in chat works fine on its own.
  2. One person enters a nickname and taps Create a new room. They're the host.
  3. Everyone else enters a nickname and the 4-letter room code, or just opens the host's invite link.
  4. The host picks a mode and a question pack (Standard, After Hours 18+, or Mixed), then taps Start the heist.
  5. Everyone gets a private 15-second briefing with their secret role. Tap I'm ready when you've read it.
Every round has a timer at the top of the screen and a gold box that tells you exactly what to do. A ✓ next to a name in the Crew list means that player has already acted. Rounds end early once everyone is done.

Mode 1: Crew vs. The Vault

2–8 players, everyone against the computer. The Vault has 5 locks. Each round you try to crack one.

The Mole (4+ players)

One random player is secretly the Mole and works for the Vault. Only the Mole knows.

Interrogation (once, after the 3rd lock)

The crew discusses, then each player votes to put someone "in the van" or votes Pass. The top choice wins, and a tie counts as Pass.

Final Accusation

If the crew cracks 3 locks and the Mole hasn't been caught, everyone (including the Mole) votes on who the Mole is. If the Mole gets strictly the most votes, the crew wins. If not, including a tie, the Mole escapes with the loot and wins alone.

Mode 2: Rival Crews

4–8 players in two teams, the Crimson Crew and the Cobalt Crew. Pick your team in the lobby, or the host can shuffle. Each team needs at least 2 players.

Double Agents (optional, 6+ players with 3+ per team)

If the host switches this on, one player on each team is secretly a Double Agent who wins if the other team wins. Their points still count for the team they sit with, so they have to sabotage quietly. After round 6, each team votes on which teammate is their Double Agent. If most of the team picks the right person, the team gets +300.

Round types

🔐 Crack the Code (trivia, Crew mode)

  1. A multiple-choice question appears. Everyone picks an answer privately (20 seconds).
  2. The crew sees how many people picked each answer (but not who) and talks it over in chat (30 seconds).
  3. The Safecracker, a different player each round, taps an answer and confirms to lock it in. If time runs out, the most popular answer is used.
  4. Right answer: the lock is cracked. Wrong answer: alarm.

⚡ Trivia Race (trivia, Rival Crews)

Everyone answers the same question. Your first tap is final. Each correct player scores +100 for their team, and the fastest correct player in the room gets +50 more.

🎭 Smoke & Mirrors (bluffing, both modes)

  1. You see a strange but true fact with a word missing, e.g. "The first item ever sold on eBay was a broken ____."
  2. Everyone types a fake answer that sounds believable (45 seconds). If your fake matches the real answer, it's rejected and you have to write another (but now you know!).
  3. A ballot shows the real answer mixed in with players' fakes and a decoy or two written by the Vault. Vote for the one you think is real (30 seconds). You can't vote for your own fake.
  4. Crew mode: if more than half of the crew finds the truth, the lock is cracked. Otherwise it's an alarm. Fooling teammates earns you points, but fool too many and the lock fails!
  5. Rival Crews: your ballot only has the other team's fakes, so you're bluffing your rivals.

🃏 Poker Face (bluffing + reading people, Rival Crews)

  1. One player from the bluffing team is put on the hot seat and privately told whether a statement is TRUE or FALSE.
  2. The statement is shown to everyone. The bluffer must convince the other team it's TRUE, whether it is or not, using All chat (45 seconds). Ask them tough questions! The bluffer can end the pitch early.
  3. The other team votes Believe or Busted (20 seconds). The majority is the team's call, and a tie goes to the bluffer.
  4. Right call: the calling team gets +200. Wrong call: the bluffer's team gets +200.

Scoring

Your money

Every player has a running total that carries over from game to game for as long as you stay in the room. It's shown next to each name in the Crew list and on the end-of-game scoreboard. Right answers pay. A miss costs half the reward, and running out the timer without answering counts as a miss. Totals can drop below $0.

ActionRightMiss (wrong or no answer)
Your private trivia answer (both modes)+$100−$50
Smoke & Mirrors: your vote finds the truth+$100−$50
Poker Face: your own Believe/Busted call+$50*−$25
Your vote in the Interrogation or Final Accusation+$200−$100
Each player fooled by your fake+$50
Trivia Race: fastest correct player in the room+$50
Poker Face: your bluff fools the other team+$200
Mole only: each alarm the Vault raises+$150
Crew vs. The Vault: each winner's heist bonus+$250

* Paid when your team's call is right. Passing in the Interrogation is free. The Mole is never charged for Mole votes, and a benched Mole isn't charged for rounds they sit out.

Crew vs. The Vault

Winning is a team thing: the crew wins together, or the Mole/Vault wins. Everyone keeps the money they earned or lost along the way, and each winner adds the $250 heist bonus.

Rival Crews

The winning team is decided by team points, not money. Penalties only come out of your personal money, never your team's points.

ActionTeam points
Trivia Race: each correct player+100
Trivia Race: fastest correct player in the room+50
Smoke & Mirrors: each teammate who finds the truth+100
Smoke & Mirrors: each opponent fooled by your fake+50
Poker Face: correct call (calling team) or a successful bluff (bluffer's team)+200
Unmasking your Double Agent+300

The first four rows are earned by individual players and scaled for team size. The same actions also pay the player personal money (see Your money).

FAQ

Someone's connection dropped. What now?

Just reopen the game on the same device and browser. You'll rejoin automatically and keep your seat. The game doesn't wait for missing players. Rounds keep going on the timer.

Can someone join after the game starts?

No. New players can join the lobby between games. When a game ends, the host taps Play again to deal the same crew straight into a new heist in the same room, or Back to lobby to let new players in or change the mode, question pack or teams first.

What's in the After Hours pack?

Drinks, dating, and cheeky but true facts, for grown-ups only. Nothing explicit. Mixed combines it with the Standard pack.

Tip for Moles: don't always pick the wrong answer. A Mole who's right most of the time and wrong at the perfect moment is very hard to catch.

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