How to Play The Secret Winker
One secret player sends the others to sleep with a wink, while a detective in the middle tries to catch them at it.
- 6–20 players
- 10–20 min
- Paper and pen
- Lively

Quick rules
- Everyone draws a folded slip; one slip carries a dot — that player is the secret winker.
- A detective sits in the middle and watches.
- Anyone the winker winks at counts to three, then "falls asleep" with a flourish.
- The detective has three accusations to name the winker before the circle is asleep.
How to play
- Everyone looks around the circle, meeting one another's eyes as naturally as they can.
- The winker winks at one player at a time, choosing moments when the detective is looking elsewhere.
- A player who is winked at silently counts to three, then falls asleep as theatrically as they like and stays out of the round.
- The detective may accuse a player at any time by saying their name. A wrongly accused player says "not me" and stays in.
- The detective wins by naming the winker within three accusations. The winker wins if three accusations fail, or if only two players are still awake.
- Sleeping players keep their eyes closed and give nothing away.
Set up
What you need
- Paper and pen
Nice to have:
- A bowl or a hat for the slips
- Grand exits from the host view
- Choose a detective, who moves their chair into the middle of the circle.
- Fold one slip of paper for each remaining player, mark a dot inside exactly one, and shuffle them in a bowl or a hat.
- Each player takes a slip, looks at it without showing anyone and puts it away. Whoever has the dot is the winker.
Example round
Nine people sit in a circle with Omar as detective in the middle. Hana has the dot. While Omar studies the far side of the circle, she winks at Felix, who counts to three, sighs "so… sleepy" and slides down his chair. Omar spins round and accuses Priya — "not me." Hana waits, then catches Greta's eye; Greta yawns enormously and drops her head on her arms. Omar has noticed that both sleepers were facing the same way. "Hana?" She bows, and takes the middle chair for the next round.
How the game ends
A round ends when the winker is named, when the detective has used all three accusations, or when only two players remain awake. Play as many rounds as there are willing detectives — five or six is usually plenty — with the previous winker taking the middle chair.
At a glance
- Players
- 6–20 players
- Best with
- 8–14
- Play time
- 10–20 min
- Prep
- 1 min prep
- Materials
- Paper and pen
- Energy
- Lively
- Noise
- Moderate
- Movement
- Seated
- Seated option
- Works seated
- Where
- Living room, Large room, Dinner table, Outdoors
Times are editorial estimates, not test results.
Reading: None. The slips carry a dot or nothing at all.
Group size: minimum, maximum and how to split
The Secret Winker needs at least 6 players and works for up to about 20. It is at its best with 8–14 players.
Above twenty players the circle is too wide for a wink to carry. Form two circles, each with its own winker and detective, or keep one circle and mark two slips so that two winkers work separately — the detective must then name both.
Playing seated. Played seated in a circle by default. The detective sits in the middle and simply turns in their chair.
Tips for the host
- Insist on the count of three before anyone falls asleep; without it the detective simply watches where each sleeper was looking.
- Encourage grand exits. The falling asleep is half the fun, and it covers the winker's tracks.
- Some people cannot wink. Agree another signal before the slips go round, such as a slow double blink.
- Collect every slip after each round so that the marked one cannot be recognised.
Variations
No detective
Play without the middle chair. Any player who is awake may raise a hand and accuse; if a second player backs the accusation, the accused must show their slip. Two wrong backers fall asleep themselves, so nobody accuses lightly.
Two winkers
In a circle of twelve or more, mark two slips. The winkers do not know each other and may send each other to sleep by accident. The detective gets four accusations and must name both.
Prompts for this game
Ways to fall asleep with style once the winker has caught your eye.
Slow and sleepy
- A yawn so wide it needs both arms
- Slide slowly down your chair like melting ice cream
- Announce "five more minutes" and drop your head
- Stretch like a cat and curl up
- Wilt like a flower without water
- Tuck yourself in with an invisible blanket
- Hug an imaginary pillow
- Wave goodnight to everyone
- Whisper "wake me for dessert"
Sudden
- Fall asleep in the middle of a sentence
- Count three sheep out loud and stop
- Rest your cheek on your hand and miss
- Snore once, politely
- Nod off, jolt awake, nod off again
- Blow out an invisible candle
- Freeze like a statue with your eyes shut
- Read an invisible book until it lands on your face
Printable host sheet
Where this game fits
We recommend The Secret Winker in these collections:
About this game
Traditional circle game, often known as "wink murder" and told here in a gentler form; this explanation, the example and the grand exits are original to Gather & Play.
Editorially checked for clarity and consistency. We do not claim group playtesting for this page. Editorial policy.


