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Among Us Rules

A social deduction game — crewmates complete tasks while impostors try to eliminate them undetected.

Format

Group lobby (4-15 players); a league tracks wins across many rounds rather than a single match.

Scoring
  • Win as crewmate (tasks complete or impostors ejected) or win as impostor (crew reduced to impostor parity) both score 1 league point
  • League table totals wins across all rounds played in the season
  • Tiebreaker: most impostor-role wins (a harder role to win with) as a strength-of-schedule-style tiebreak
Key Rules
  • Agree settings (kill cooldown, task count, number of impostors) before the season for consistency
  • Meetings are called by reporting a body or using an emergency button; ejection is decided by majority vote
  • Agree a self-reporting/honesty system since round-by-round results are hard to log automatically

Why a league needs fixed lobbies

Among Us results depend enormously on who else is in the lobby, since a crewmate win is a team result and an impostor win depends on the crew's competence. Public lobbies produce results that mean nothing across a season.

A league needs a fixed group playing a fixed number of rounds with settings locked: impostor count, task bar visibility, discussion and voting time, and kill cooldown. Change any of those mid-season and earlier results are no longer comparable.

Scoring both roles

The fairest scoring separates the two roles, because players get impostor far less often than crewmate. Track impostor win rate and crewmate win rate independently, then combine them weighted by how many games each player had in each role.

Adding points for individual contributions, such as correct votes and tasks completed before death, rewards playing well in a game your team lost, which is otherwise invisible in the standings.

Common questions

How many players do you need?

Ten is the standard for a balanced game with two impostors. Below about seven, deduction becomes very difficult for the crew and the game turns into guesswork, which makes for a poor league.

How do you stop outside communication?

Everyone in the same voice channel, muted during rounds and unmuted for discussion, is the workable answer. Private messaging between players during a round undermines the entire game, so make the expectation explicit in the league rules.

How long is a league night?

A round takes five to fifteen minutes, so ten rounds fills about two hours. Ten rounds per session is also roughly what it takes to give everyone at least one turn as impostor in a ten-player lobby.

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