How to play Sus Party

Turn your rooms into the map. Sus Party gives each player a private role and task list, then brings the group back together for accusations and votes. Prepare a task pack, share the room code, and use this guide for your first round.

Free
Browser game, no account
1 phone each
Phones are the controller
Your space
Several rooms or two task stations
5-15
Players in a generated setup

Before you start

New players understand the game much faster when the host points out the space first: where meetings happen, where tasks happen, and whether meltdown mode is on.

Meeting area

Pick one central room where everyone returns when a meeting is called. A living room, kitchen, or other easy gathering point is ideal.

Task list

Generate a task pack for your areas or write your own list. Review the materials first. Players slide to complete each task after they do it.

Optional reactor

If you want meltdown mode, put a laptop in a different room from the meeting area. People should have to travel to reach it.

Good first-game setup

  • The generator prepares groups of 5 to 15. The game requires at least two crew members per intruder and has no fixed 15-player cap.
  • Keep tasks short, obvious, and spread across several rooms.
  • Make sure every player has a phone and knows how to swipe a task complete.

Explain these two rules out loud

  • Intruders kill by tapping a player and quietly telling them they are dead.
  • If you die, wait for the next meeting. When the meeting starts, your phone will show an "I'm Dead" button — you MUST press it then. The game tracks deaths from that button, and skipping it breaks scoring and end-game logic.

Prepare a task pack for your rooms, select “Use these tasks in a new game,” then create the room and select “Import generated tasks” in host setup.

Sus Party host settings with one intruder selected and the Open Room button.
Choose the roles, then open the room.
Sus Party task editor with real-life activities assigned to the Kitchen, Living Room, and Hallway.
Every task has a place to happen.

Example games with fictional players. Select a screen to view it full size.

Every player gets a secret job.

Your phone tells you whether you are a Crewmate or an Intruder. Keep that role private.

Crewmate

Keep the house moving and catch the killers.

Crewmates spend the game finishing tasks, staying alive, and building enough suspicion to vote intruders out.

  • Follow the task on your phone and do it in real life.
  • Swipe when you finish to get the next task.
  • Notice who was where, who was alone, and who is acting strangely.
  • Report bodies or call a meeting when something feels off.
Intruder

Blend in long enough to thin the crew.

Intruders look like normal players, but their goal is to quietly remove crewmates and stay alive through the meetings.

  • Walk with purpose and fake the rhythm of doing tasks.
  • Eliminate isolated players without witnesses.
  • Use cards to sabotage, misdirect, or pressure the crew.
  • Win by numbers or by forcing a successful meltdown.
Sus Party crew screen with an assigned real-life task and the slide-to-complete control.
A task, a location, and a reason to look busy.
Sus Party intruder objective screen with the Enter Vent control.
The intruder has a different mission.

Example games with fictional players. Select a screen to view it full size.

The round

Most of the game is just alternating between moving around the house and gathering in one room to talk about what happened.

1

Move and do tasks

Crewmates see one task at a time on their phones. Go to the location, do it in real life, then swipe to confirm it. Intruders should copy that rhythm and look busy.

2

Kill quietly or find a body

If an intruder catches someone alone, they can tap that player and quietly tell them they are dead. Anyone who finds the body can call a meeting.

3

Return to the meeting area

When a meeting is called, everyone heads back to the central room. Do not start debating early. Wait until the phones say the meeting is live.

4

Discuss, vote, and repeat

Living players vote for one person or choose veto or skip. If nobody is ejected, everyone goes back out and the loop starts again.

The game feels best when people stay disciplined about the quiet periods and the meeting area.

Critical dead-player rule

If you are killed, stay quiet and leave your body where it was. You cannot mark yourself dead yet. The next time a meeting is called, your phone will show an "I'm Dead" button — you MUST press it during that meeting. The game uses that button to track who is alive, and forgetting it breaks voting, win conditions, and the end-game summary.

Meetings and votes

The tension lives here. A good meeting is clear, timed, and honest about who is alive, dead, and ready to vote.

What happens during a meeting

  • Everyone goes to the meeting area and gets quiet.
  • Living players press Ready. Dead players confirm that they are dead.
  • Discussion starts and is usually timed to about 3 minutes.
  • Then the living players vote.

How ejection works

  • The top vote-getter is only ejected if they also clear the host's vote threshold. By default that is about two thirds of living players.
  • If more than half of living players choose veto or skip, no one is ejected.
  • Ties also mean no ejection.
  • After the meeting, surviving intruders may draw more cards, so stalled games get harder.
Important

If you are unsure, a veto is usually better than ejecting a crewmate by mistake.

Sus Party meeting screen with player readiness and the slide-to-ready control.
Meet in person. Ready up on your phone.
Sus Party voting screen with named players, live vote totals, and a veto option.
Compare alibis, then choose your suspect.

Example games with fictional players. Select a screen to view it full size.

Optional Reactor meltdown

Meltdown gives the crew a time pressure event and gives intruders a way to force movement, panic, and bad decisions.

How it starts

An intruder can trigger meltdown by physically triggering it at the reactor or with a sabotage card. When that happens, players receive a 4-digit code on their phones and have to move fast.

How to stop it

  • Everyone with a code rushes to the reactor laptop.
  • Codes have to be entered before time runs out.
  • The normal target is around 60% of living players within 60 seconds.
  • If the target is missed, the intruders win instantly.
Reactor rule

Put the laptop in a different room from the meeting area. If the reactor is right beside the meeting area, the mechanic loses most of its tension.

Sus Party Reactor screen with living players and crew progress.
An optional shared screen tracks the round.
Sus Party Reactor meltdown screen with shutdown code inputs and a countdown.
The crew enters codes before time runs out.

Example games with fictional players. Select a screen to view it full size.

How intruders use cards

Just understand the kinds of pressure intruders can create. The exact deck can vary based on your settings and whether reactor or speakers are enabled.

Fake tasks

Intruders can send a crewmate on a fake errand. Fake tasks waste time and do not add to the crew's score.

Meetings and misdirection

Cards like Self Report let intruders create a meeting on their own and redirect suspicion after a kill.

Space control

EMP and area denial cards can interfere with devices or temporarily make a location unusable.

Reactor pressure

Some cards start meltdowns or shorten the time crews have to solve them, which makes late-game chaos much worse.

Late game gets sharper

Intruders start with cards and can draw more after meetings, so surviving intruders become more dangerous over time.

Sus Party intruder vent screen with sabotage cards and the Exit to Safety control.
Intruders have cards to disrupt the crew.

Example games with fictional players. Select a screen to view it full size.

How the game ends

Tasks matter, but they do not finish the match by themselves. Voting is still what ends the game.

Crew wins by removing every intruder

  • If all intruders are voted out, the crew wins immediately.
  • If the task meter reaches 100%, the game reveals the intruders by name.
  • That reveal is powerful, but it does not end the game on its own. The crew still has to get the intruders voted out.

Intruders win by numbers or meltdown

  • Intruders win when the number of living crewmates is equal to or lower than the number of living intruders.
  • Intruders also win if meltdown succeeds.
  • Example: if 2 intruders are alive and only 2 crewmates remain, the intruders have already won.
Sus Party crew victory screen with the exposed intruder and surviving players.
The crew caught the intruder.
Sus Party round statistics with completed tasks, meetings, and the Play Again control.
See how the round went. Then play again.

Example games with fictional players. Select a screen to view it full size.

Brief your players

If you only say a few things out loud, say these.

What every player needs to hear

  • Your phone gives you instructions, but the game happens in the house.
  • Crewmates do tasks and try to vote out every intruder.
  • Intruders fake tasks, kill quietly, and try to survive meetings.
  • If you die, stay quiet and wait. The "I'm Dead" button only appears on your phone during a meeting — press it then so the game knows.

The two reminders people forget

  • No talking when a meeting is called until everyone is back and ready.
  • Finishing all tasks reveals the intruders, but the crew still needs them voted out to finish the game.