GUIDE

Writing Custom Words That Work

Published 8 August 2026 · Last reviewed 8 August 2026 · by

Custom word packs are the best feature in the imposter game and the one most likely to ruin an evening. A pack of inside jokes can produce the funniest round your group has ever played — or four dead rounds in a row where nobody can think of a single clue. The difference isn't luck. It's whether the words pass a handful of tests, and most homemade packs fail at least two of them.

This is a guide to writing words that hold up. It's the same set of rules the built-in 832-word deck was written against, spelled out so you can apply them to your own.

Why most custom packs fail

Almost every bad custom pack fails for one of three reasons, and they're all the same underlying mistake — picking words that are interesting rather than words that are cluable.

The four tests

Run every candidate word through these. A word that fails any one of them will produce a flat round.

1. The recognition test

Would every single person at the table recognise this word instantly, without explanation? Not "have heard of" — recognise, well enough to say something specific about it under mild pressure.

The bar is the least-informed person in the room, not the average. A pack written by the two biggest film buffs in the group will be miserable for everyone else.

2. The five-clue test

Can you name five genuinely different one-word clues for it, right now, in ten seconds? Not five synonyms — five different angles.

Take Pizza: delivery, slice, Italy, cheese, sharing, box, Friday. Seven angles without trying. Now take Stapler: staples, desk, click… and you're already reaching. Pizza makes a great round; Stapler makes a round that ends after three clues.

This is the single most predictive test. If you only apply one, apply this one.

3. The blend test

Could a stranger to this word give a passable clue by copying the vibe of the first two? If not — if any clue that isn't specifically correct is instantly, obviously wrong — the imposter has no room to bluff and the round is a coin flip.

You want words where a smart faker can survive. The tension of the game lives in that gap.

4. The sibling test

Do the words in your pack look like each other? If your pack mixes "Grandma's kitchen" with "Quantum physics", the category tells the imposter nothing, and hard mode becomes impossible rather than hard.

A good pack has a shape. Everything in it should belong to one recognisable family — same domain, roughly same register, roughly same level of specificity.

Writing the imposter's hint

The hint is the other half of the design, and it's where most people over-help. The rule the built-in deck follows: one lateral step, never one step closer.

A good hint points sideways at the word from an unexpected direction. It should make sense the moment you know the answer and be nearly useless before then.

WordBad hintGood hintWhy
PizzaItalian foodDelivery"Italian food" narrows it to a handful of answers; "delivery" fits a hundred things
PenguinAntarctic birdTuxedoThe bad hint is the answer with extra steps
KaraokeSingingOff-key"Singing" hands over the whole frame; "off-key" is a mood
MarathonLong race26 milesA specific fact reads as flavour, not definition

Keep hints to one or two words. A long hint is always too much help — and if you can't hint a word in two words, that's usually the five-clue test failing in disguise.

Inside jokes: the sweet spot

Inside jokes are the reason to build a custom pack at all, and they're also the fastest way to break one. The sweet spot is narrow: the reference has to be known by everyone at the table and known well enough that each person could describe it differently.

"That time we missed the flight" works if all six of you were there. It dies if one person only heard the story. And crucially — if there's a guest at the table, put the house pack away. Nothing makes someone feel more like an outsider than a game whose entire premise is that they weren't there.

Rule of thumb: if you'd have to explain the word to anyone in the room, it's not in the pack tonight.

Three worked examples

The office pack

Built from shared workplace experience rather than named colleagues — naming people is fun for two rounds and awkward for the rest.

Secret wordHint
All-hands meetingMandatory
The good meeting roomBooked
Reply-allRegret
The office coffee machineDescaling
Out-of-office replyLimited access
Performance reviewCalibration

Note the shape: every word is a workplace ritual, everyone has lived all of them, and each has several angles — the object, the feeling, the phrase people say about it.

The family pack

Aimed at a mixed-age table, so the bar is what the youngest player knows. If your table skews younger still, the kids' word list is built to the same standard.

Secret wordHint
The good scissorsOff limits
Sunday roastNap after
The loftLadder
Car journeyAre we there
The biscuit tinSewing kit
Family photoEveryone blinked

The couples pack

Works for two or three couples who know each other. Domestic, specific, and full of angles.

Secret wordHint
The washing-up argumentSoaking
Choosing what to watchForty minutes
Meeting the parentsGood shirt
Splitting the billCalculator
The shared calendarDouble booked
SnoringSpare room

How many words do you need?

Twenty is the practical minimum for an evening — fewer and words start repeating, which quietly ruins the game because a repeated word is a free win for anyone who remembers it. Thirty to fifty is comfortable. The built-in packs sit at 52 each for exactly this reason.

If you can only think of twelve good ones, that's fine: mix your custom pack with a built-in category rather than padding it with words that fail the five-clue test. A short strong pack beats a long weak one every time.

Test it before the night

Read your list to one person who wasn't involved in writing it and ask them to say the first one-word clue that comes to mind for each. Two things will show up immediately: the words they hesitate on (recognition test failure) and the words where their clue is the same as yours (five-clue test failure). Cut both.

The checklist

Once your pack is written, add it in the game's setup screen and play it alongside a built-in category for the first session — it makes it obvious which of your words are carrying and which are dead weight. For more on tuning difficulty, see the house rules and variations.

Build your pack →