You

59 games. All of them you can play today.

All of them run on the same five beats, because the platform owns the beats and not the game. Learning one is most of learning the next.

På svenska

How a round goes

Nobody is the host in the sense of holding the controls. The room runs itself, so a round finishes whether or not everyone is still looking at it.

  1. 01

    Open a room

    Six characters, read out loud or pasted into the thread. No install, no account — the code is the whole invitation.

    WZE2Z4

  2. 02

    A card each

    Dealt face down, and it stays that way unless your thumb is on it. Whatever is printed on the other side, the colleague beside you sees this.

    Press and hold

    Only you should see this card. Hold it, read it, let go.

    Hidden while you let go

  3. 03

    One clock

    The same countdown for everyone, named by whatever is being timed. Let it run out and the round resolves without you rather than waiting — that is the platform deciding, not a player.

    Questions end in07:42
  4. 04

    Everyone at once

    Votes are sealed. The table can see how many are in and never who, or for whom, until the last one lands.

    4 of 6 have voted

  5. 05

    Cards up

    Everything hidden is shown at once, and the sheet takes what the round was worth. Between rounds the table can change the game without leaving the room, and the standings carry across.

    Standings

    Priya5
    Tomas3
    Sanna3

Word Tiles

Ready

1–8 players · 10 min · best with four

One board. Everybody at once. Six rounds.

On the sheet

+ the wordEverybody — every round, whatever you laid
+20Everybody — a word that used all five of your letters

About Word Tiles · How to play

Paper Novel

Ready

1–6 players · 15 min · best with three or four

The line you write buys the letters you write the next one with.

On the sheet

+1 / +2 / +4 a cardEverybody — common, good and rare type, counted at the last page
+1Whoever wrote the chapter's best line — every chapter, and ties all take it

About Paper Novel · How to play

Night Train

Ready

1–5 players · 30 min · best with three or four

Take the line before somebody else does.

On the sheet

+3Whoever finishes ahead — and everybody tied at the top
+1The longest unbroken run of track — shared by everybody tied for it
+1Anybody who connected every ticket they took on — one missed ticket and it is gone

About Night Train · How to play

Bowl of Nouns

Ready

4–12 players · 20 min · best with six or eight

The same twenty-four words, three times, and worse every time.

On the sheet

+1Everyone on the describing side — per noun out of the bowl
the sameAll three rounds — describe it, one word, act it out

About Bowl of Nouns · How to play

Word Chain

Ready

1–12 players · 10 min · best with three or four

COLD to WARM in four. You have two and a half minutes.

On the sheet

+4Anyone who reaches the target — however long the chain
+3And again — matching our route, or beating it
+2 / +1Or — one over, or two over
+1Whoever gets there first — and there was somebody to beat
+1Anyone who stopped short — within two rungs of home

About Word Chain · How to play

Four Leaves

Ready

3–6 players · 20 min · best with four or five

Four words, four cards, and nobody wins alone.

On the sheet

+1 to +4Everyone at the table — each clover, one for every card put in the right corner

About Four Leaves · How to play

Our Words

Ready

4–12 players · 20 min · best with six

One word. Say it well.

On the sheet

+3Everyone on the winning side — the board is won
+2Whoever said it — one clue collects three or more

About Our Words · How to play

Secret Codes

Ready

1–8 players · 15 min · best with two

One board. Two keys. Nine turns.

On the sheet

+3Both of you — all fifteen are found
+2Whoever said it — one clue collects three or more

About Secret Codes · How to play

The Steal

Ready

1–8 players · 10 min · best with four

Eighteen letters. Take them off each other.

On the sheet

+1 a letterEverybody — whatever is yours at the buzzer
+3Whoever holds the most — and everybody tied for it

About The Steal · How to play

Back Catalogue

Ready

1–5 players · 20 min · best with three

Every card is also money. That is the whole game.

On the sheet

+3Whoever finishes three genres — the hand ends the second they do
+1 a genreEverybody else — for each genre they had finished

About Back Catalogue · How to play

Lost Ruins

Ready

1–2 players · 25 min · best with two, or one and an explorer

Opening a site costs you twenty points. Now decide.

On the sheet

+3Whoever finishes ahead — totalled across every round
+3Both of you — the match finishes level
+1Anyone above zero — they came home in profit at all

About Lost Ruins · How to play

Bazaar

Ready

1–2 players · 20 min · best with two, or one and a trader

Everything you buy is worth less to the next person.

On the sheet

+1Whoever takes a round — their total is higher when it ends
+3Whoever takes the match — two seals, or the single round

About Bazaar · How to play

Mosaic

Ready

1–2 players · 20 min · best with two

Take four. Hand them the other eight.

On the sheet

What the tiles paidEverybody — each round, less whatever landed on the floor
+2 a row · +7 a column · +10 a glazeEverybody — once, when the wall stops

About Mosaic · How to play

Category Rush

Ready

2–12 players · 15 min · best with four or five

The obvious answer is worth nothing.

On the sheet

+1Every answer nobody else wrote — each, up to twelve a round
0An answer two of you wrote — for both of you
0An answer that starts with the wrong letter — and it cancels nothing
0An answer the room voted out — more than half of you carries it

About Category Rush · How to play

Quest of Shadows

Ready

5–10 players · 20 min · best with seven

Somebody at this table is lying to you, and they are very good at it.

On the sheet

+2Everyone on the winning side — three quests home, or three sunk, or five rejections
+1The Assassin — the shot finds Merlin, on top of the win it just took
+1Merlin — the loyal side wins and the shot missed
0Nobody — the round was put away before it finished

About Quest of Shadows · How to play

Nine Letters

Ready

1–12 players · 10 min · best with five, and a chancer to lose to

Nine tiles. Thirty seconds. The longest word takes it.

On the sheet

+4 / +5 / +6Four, five, six letters — length is the whole score
+7 / +8Seven or eight — and usually the rack
+18All nine tiles — double, and the story of the evening
the sameSomebody who had the same word — duplicates do not cancel here

About Nine Letters · How to play

Common Threads

Ready

1–8 players · 10 min · best with four, and somebody who says the quiet one out loud

Everyone can see all sixteen words. Nobody can see which four go together.

On the sheet

+1A group found — to everybody at the table
+4All four groups — and the board is yours
+6All four with no mistakes — which means nobody guessed
−1 lifeA wrong four — shared, like everything else here

About Common Threads · How to play

Roses

Ready

3–6 players · 15 min · best with four or five

Everybody knows a skull is somewhere. Nobody knows where.

On the sheet

+3The winner — they make two claims
+3The winner — or everybody else runs out of mats

About Roses · How to play

Shades

Ready

3–10 players · 15 min · best with five or six

One word. Four hundred and eighty colours. Go.

On the sheet

+3A marker on the square — either half
+2A marker touching it — the eight around it
+1A marker one further out — the sixteen around those
+1The cue giver — per marker in that zone, up to six

About Shades · How to play

Most of Us

Ready

3–12 players · 15 min · best with five or six

Nobody can revise for this one.

On the sheet

+1Everyone in the biggest group — at least two of you said it
0Anybody on their own — and one of you takes the mug
0Everybody — nobody agreed with anybody
+3The winner — they finished without the mug

About Most of Us · How to play

Out of Place

Ready

3–8 players · 20 min · best with five or six

One of you is lying. Twenty minutes to find out.

On the sheet

+1Everyone but the odd one — the table votes them out
+1Each voter who named them — and you were one of them
+2The odd one — the vote misses
+2The odd one — they name the location instead

About Out of Place · How to play

The Needle

Ready

2–12 players · 15 min · best with five or six

Say one thing. Find out how differently eight people hear it.

On the sheet

+4Each guesser — your needle lands inside the band
+3Each guesser — you are within a band of it
+2Each guesser — you are within two
+2 to +4Whoever wrote the phrase — matching the closest needle at the table

About The Needle · How to play

Say It Once

Ready

3–8 players · 15 min · best with five or six

You all had the same good idea. That is exactly what went wrong.

On the sheet

+1Everybody in the round — the Guesser gets it
—Everybody in the round — they miss, or pass

About Say It Once · How to play

The Cable

Ready

4–12 players · 20 min · best with six

Say enough. Not one word more.

On the sheet

+2Everyone on the intercepting side — you read a code of theirs
+3Everyone on the winning side — the game is won

About The Cable · How to play

Ten Rows

Ready

1–12 players · 15 min · best with anyone, in any language

No words. No reading. Ten rows and a hidden code.

On the sheet

+2Everyone who breaks it — racing, however many rows it took
+1Whoever needed the fewest — and there was somebody to beat
+2Everyone at the table — ten rows between you, and you broke it
+1All of them again — and you did it inside five

About Ten Rows · How to play

Small Hours

Ready

3–10 players · 10 min · best with five or six

One night. One vote. Nobody sits out.

On the sheet

+2Everyone on the winning side — read off the card you held at dawn, not the one you were dealt
+1Each voter who named a werewolf — and it counts whether or not they died
0Nobody — there was no werewolf and you killed somebody anyway

About Small Hours · How to play

Forbidden Words

Ready

4–12 players · 15 min · best with six or eight

Say what it is. Without saying any of the five words you were going to.

On the sheet

+1Everyone on the describing side — per word their team got
−1The same side — per card given up
−1The same side — per buzz, and the card is burned

About Forbidden Words · How to play

The Shake

Ready

1–12 players · 10 min · best with four, and one bot you resent

Everyone can see every letter. Almost nobody sees the same words.

On the sheet

+1Three or four letters — nobody else wrote it
+2 / +3 / +5Five, six, seven — rising steeply, on purpose
+11Eight or longer — and the round is usually yours
0Anything two of you found — to both of you

About The Shake · How to play

Minesweeper

Ready

1–8 players · 5 min · best with anyone, including nobody

The one you already know. Minus the part where it makes you guess.

On the sheet

+2Everyone who clears it — racing, however long it took
+1Whoever clears it first — and there was somebody to beat
+2Everyone at the table — one shared board, cleared
+1Each of them still standing — they never found a mine

About Minesweeper · How to play

Safe Hands

Ready

3–6 players · 20 min · best with four

Poker, except the whole table wins together. Say anything but what you hold.

On the sheet

+3Everyone at the table — three hands called correctly

About Safe Hands · How to play

The Belt

Ready

1–4 players · 25 min · best with anyone. bots take the empty chairs.

Roll, build, trade. Ten points claims the belt — and the bots want it too.

On the sheet

+3Whoever claims the belt — first to ten, and the game stops there
0Nobody — a bot took it — a bot's win banks nothing

About The Belt · How to play

Twelve Crowns

Ready

1–4 players · 25 min · best with three

Twelve kings. One deck. You may not say what you are holding.

On the sheet

+4Everyone at the table — all twelve are down

About Twelve Crowns · How to play

Sixth Takes

Ready

2–10 players · 20 min · best with five or six

Everybody plays at once. Somebody is about to regret it.

On the sheet

+3Whoever has fewest bull heads — somebody reaches 66
+3Everyone tied for fewest — the rulebook shares the victory

About Sixth Takes · How to play

Pool

Ready

1–8 players · 15 min · best with two for eight-ball, four for nine-ball, up to eight for killer.

Drag back, let go, and watch it run. Solids or stripes; call the eight.

On the sheet

+3Whoever takes the match — the rack is won

About Pool · How to play

Oddword

Ready

4–8 players · 15 min · best with six

Everyone has the same word. Except one of you — and they don't know it.

On the sheet

+1Everyone but the odd one — the table names them
+2The odd one — the vote misses
+2The odd one — caught, and they name the real word anyway
+1And the table keeps its point — for the catch, in that same round

About Oddword · How to play

Charades

Ready

3–8 players · 15 min · best with five

One person acts. Everybody else types.

On the sheet

+1Whoever types it — a clue is guessed
+1Whoever was acting — the same clue
−1Whoever was acting — they give a clue up

About Charades · How to play

Napkin

Ready

3–8 players · 15 min · best with five

One person draws. Everybody else types.

On the sheet

+2Whoever types it — a word is guessed
+1Whoever drew it — the same word
−1Whoever drew it — they give a word up

About Napkin · How to play

Anagram Relay

Ready

1–8 players · 12 min · best with four

Three letters to nine. Everybody carries the same baton.

On the sheet

+1 a rungThe table — every leg you ran yourselves
+3The table — the baton reaches nine letters
0Nobody — a leg the machine had to run for you

About Anagram Relay · How to play

Down the Line

Ready

3–8 players · 15 min · best with six

Everybody draws at once. Nothing survives the trip.

On the sheet

+2Whoever drew it — the next person names it right
+1Whoever named it — the same drawing

About Down the Line · How to play

One Line Each

Ready

3–8 players · 12 min · best with five

One sheet, one line each, and nobody can see anybody.

On the sheet

+3Everybody at the table — the sheet is read on the first lap
+2Everybody at the table — the second lap
+1Everybody at the table — the third

About One Line Each · How to play

Blank Canvas

Ready

4–8 players · 15 min · best with six

One of you was never told what everybody is drawing.

On the sheet

+2The fake — the slips named somebody else, or nobody
+2The fake — named, and then they say what it was
+1Everybody else — named, and the guess missed
0Nobody — the round was put away before it finished

About Blank Canvas · How to play

Ask a Hundred

Ready

3–8 players · 10 min · best with five

One guess each, against a board that was written before you sat down.

On the sheet

+6Whoever names the top square — the board turns over
+5 to +1Whoever names the second square down to the sixth — by the square's own position, and two people may take the same one
0Anybody not on the board — including a blank slip, which is a move somebody may make on purpose
0Everybody — a question ended before its board turned over — nothing is banked for it at all

About Ask a Hundred · How to play

Hands Up

Ready

3–12 players · 10 min · best with six

Everybody answers at once. The points are for knowing how it would land.

On the sheet

+3Anybody who called their side's count exactly — your number was the number
+5The only hand on a side, who called it — you said it would be just you
+1Anybody out by one — nearly is a read too
+3The only hand on a side, out by one — one off, and on your own
+2The only hand on a side — the number missed, but nobody came with you

About Hands Up · How to play

Six Tries

Ready

2–8 players · 13 min · best with four

One word, six rows each, and the whole room is on the same one.

On the sheet

+6Anyone who finds the word — on the first row
+5 … +1One less for every row it took — rows two to six
0Anyone who spends all six — and the word is still not there
0Anyone who says they are out — wherever the grid stopped
0Everybody — the room emptied before the word finished

About Six Tries · How to play

Near Enough

Ready

3–8 players · 15 min · best with five or six

You do not have to be right. You have to back whoever is.

On the sheet

+2Everyone who wrote it — their number is the winning one
+2Everyone who backed it — their money was on that position
+1A backer standing alone — nobody else was on it with them
0Everybody — the whole table let the clock run out

About Near Enough · How to play

Straight Face

Ready

3–8 players · 15 min · best with five or six

One of these answers is real. The rest are people you work with.

On the sheet

+2You — you picked the true one
+1You — for each player who picked what you wrote
+1 eachBoth of you — two of you wrote the same thing, and it is not split between you
0Nobody — the table emptied before the vote resolved

About Straight Face · How to play

Title Cards

Ready

3–8 players · 20 min · best with six

Everybody draws at once. Then you name each other's.

On the sheet

+2You — you picked the real card off the ballot
+1You — somebody picked your title instead — for each of them
+1Whoever drew it — for each person who found the real card
0Nobody — the easel was still open when the room emptied

About Title Cards · How to play

Left Turn

Ready

1–8 players · 5 min · best with four

Take the wheel. Cross the traffic. Beat the finish time.

On the sheet

+1Whoever finishes — crossing the finish line; fastest time decides the ranking
0Nobody — the course is abandoned before the sitting finishes

About Left Turn · How to play

Held Ground

Ready

1–8 players · 15 min · best with four

A real strategy war. One coffee break.

On the sheet

+3The winning side — the last Core standing, or the best score, hull and relays at fifteen minutes
+2A side sharing first — an exact tie at the bell, or Cores falling in the same step
0Everybody else —

About Held Ground · How to play

Hostile Takeover

Ready

5–10 players · 25 min · best with seven

Somebody in this meeting is buying the company, and they need your vote.

On the sheet

+3Everybody on the winning side — one award shared by the side, so a bigger side is not worth more per person
+2Whoever was seated in the chair to win it — elected chair with three buyout motions already up
+2Whoever struck the candidate off — the strike-off lands on the person the buyers needed
0Nobody — the sitting is put away before anybody takes it

About Hostile Takeover · How to play

Sounds Right

Ready

3–8 players · 15 min · best with five

Five convincing answers, one of them already true.

On the sheet

+2Anybody who picks the true one — each subject, once the vote closes
+1Whoever wrote an answer somebody believed — for every person who picked it
0Nobody — the round is put away before it finishes

About Sounds Right · How to play

Two Lines

Ready

4–8 players · 15 min · best with six

One prompt, two answers, and the room decides which of them it would rather have said.

On the sheet

+1Whoever wrote it — per person who preferred their line
+2Whoever wrote it — extra, when their line took every vote cast
0Nobody — only one of the two wrote anything
0Nobody — the round is put away before it finishes

About Two Lines · How to play

Last Word

Ready

3–12 players · 15 min · best with six

Fill in the blank and hope the right person is reading.

On the sheet

+1Whoever the judge picked — once each round
0Nobody — the judge liked none of them, or ran out of time
0Nobody — the round is put away before it finishes

About Last Word · How to play

Live Wire

Ready

2–8 players · 10 min · best with five

Everybody has to draw. The pile is only getting shorter.

On the sheet

+1Anyone who draws and survives it — per card taken, in every hand
+3Anyone whose cutter is spent — each live card cut
+2Anyone still standing — the hand ends
0Whoever went out — that hand only — earlier hands are already banked
0Nobody — a hand interrupted before it finished

About Live Wire · How to play

Daydream

Ready

3–8 players · 15 min · best with five or six

Six strange pictures each, and one line that has to be half understood.

On the sheet

+3The storyteller — some of the room found their card and some did not
0The storyteller — everybody found it, or nobody did
+3Whoever found it — and only in a round where the room was split
+2Everybody but the storyteller — the line was too plain or too private, and they voted
+1 eachWhoever else was voted for — per person who picked their card, to a maximum of three
0Nobody — no line was told, or nobody voted

About Daydream · How to play

Round of Ten

Ready

1–12 players · 10 min · best with five or six

Ten questions nobody had to be taught the answers to.

On the sheet

+10 to +100Anybody who gets it right — ten times the question number
up to doubleAnybody quick about it — the more of the window is left, the more it adds
0A wrong answer — however fast it was
0A pass — chosen, or the window closing on you

About Round of Ten · How to play

Head to Head

Ready

2 players · 5 min · best with two

Ten questions, two of you, and one clock between you.

On the sheet

+10Either of you, for a right answer — every question, and you can both take it
up to +9 moreEither of you, for being early — on that same right answer, by what was left of the clock
0A wrong answer, or none at all — the two are recorded separately and are worth the same
0Nobody — the match is put away before the ten are asked

About Head to Head · How to play

The Drop

Ready

1–6 players · 10 min · best with four

Nine slots, seventy-seven pegs, and no way to steer it.

On the sheet

the productThe person who let it go — every peg the ball touched, multiplied together
0Somebody who left before their press — the turn goes down as never taken
0Nobody — a field is put away before everyone has dropped into it

About The Drop · How to play

Word Run

Ready

1–4 players · 12 min · best with three

One board, seven letters, and a number that keeps moving away.

On the sheet

the level's score, +10Everybody at the table — each level cleared — one award, shared, and divided per person when runs are compared
0Nobody — the level the run ran out of goes on
0Nobody — a run put away before it finishes

About Word Run · How to play

Gather first, choose once everyone is in.

Reconnecting…