Pass the phone among all the participants. Each person receives a word, except for one, the Spy.
The timer is started. A randomly chosen player (or the previous spy) initiates the game by asking a yes or no question to another player. After answering, that player may in turn question someone else.
The Detective: His goal is to identify and point out the spy at the end of the timer. However, questions that are too explicit may allow the spy to guess the word and thus win the game.
The mole: His role is to ask questions related to the word to help the spy. They win together. However, if the mole is mistakenly identified as the spy, the spy wins alone.
The liar: He wins with the detectives, but he has to lie to every questions
The usurper: He wins if he is appointed instead of the spy.