Players are split into two teams: Crewmates and Impostors. The Impostors team is usually much smaller, such as 2 in a big class. The game host can set five different settings: number of impostors, investigations per crewmate, investigation reliability, allowing public investigations, and allowing crewmate-called meetings. During the game, there are meetings where everyone votes someone to eject from the game. There is a maximum number of meetings possible to be called. Each team has a goal:
Crewmates: Identify and eject the impostors before running out of meetings.
Impostors: Make the crewmates run out of meetings before all impostors are ejected.
Each player answers questions to gain power, which they can use to buy different things. Ejected players can donate power to their teammates. Note that impostors start the game with 10 power.
Run Private Investigation: 7 power. Investigate someone and get either Clear or Inconclusive. Note that the person who you investigated will see that you ran an investigation on them, but they will not be able to tell whether it was public or private.
Run Public Investigation: 15 power. Investigate someone and get either clear or inconclusive. However, if you investigate a crewmate and they are all clear, then they get put on the Clear List, showing everyone else how they are not an impostor. Note that the person who you investigated will see that you ran an investigation on them, but they will not be able to tell whether it was public or private.
Note Look: 7 power. Take a look at someone else's notes. Note that the person who you are looking at WILL NOT see that you looked at their notes.
Call Meeting: 10 power. Call a meeting. Nobody will see who called the meeting.
There are multiple ways to determine an impostor. Some are 100% chance, and others are very likely.
100% Chance Method:
There is only one known method that is 100% chance. You know how impostors can run fake investigations? Well, a fake investigation only has a 65% chance of appearing on the Investigation Log. If someone investigated you, but it didn't appear on the Investigation Log, then that person is definitely an impostor.
Three Other Decent Methods:
Note Looking (Better for Medium-Low Investigation Reliability) - Look at someone's notes. If the investigation reliability is not very high, and the person's notes contain many clear investigations but no inconclusive (fake investigations are always clear), then they are likely an impostor. (Smarter impostors will manually change their notebook, however.)
Public Investigations (Better for Medium-High Investigation Reliability) - If you run a public investigation and get an All Clear message back, but they don't appear on the Clear List, they are definitely either an impostor using a disguise or a crewmate who had access revoked by an impostor.
Normal Investigation (Best for Very High Investigation Reliability) - If the investigation reliability is very high, then crewmates will almost certainly get all clear results. However, if you investigate an impostor, they will be inconclusive if they don't have a disguise and clear if they do. However, you can use two private investigations in quick succession to determine - one to remove the disguise (if there is one) and the other to determine a true investigation.
Fake Investigation: 6 power. Run a fake investigation to try to blend in so people see you are running investigations. (Otherwise they would just find the person not running any investigations.) As usual, the crewmate you are investigating will see you ran an investigation on them. A good idea is to run investigations on other impostors so that fewer crewmates will be able to use the 100% chance method of catching impostors.
Investigation Remover: 10 power. Decrease the total number of investigations crewmates have by 3. Generally not useful unless investigations per crewmate is low, or there are very few investigations left.
Unclear: 15 power. Prevent a crewmate from ever appearing on the Clear List. Note that the victim will be able to see that their access was revoked, and they could probably turn their screen and show everyone else how they were a crewmate.
Disguise: 15 power. Appear as a crewmate the next time someone investigates you. Method 2 destroys this, but if you see that many players are running private investigations but not public, this would be a good way to appear as a crewmate.