How to play

Choose a secret card. Ask yes-or-no questions. Rule out cards until you can identify the other player’s secret card.

Example: use an answer to rule out cards
“Do they wear glasses?”Yes.

Six cards. Three possible secret cards. Select each card without glasses to rule it out. Select a ruled-out card to restore it.

Open the practice tutorial

  1. Choose

    Your secret card goes in your stand. Use the board to identify another player’s secret card.

  2. Ask

    Ask one yes-or-no question at a time. The ceiling light follows the person asking or answering.

  3. Rule out

    Select a card to rule it out. Select it again to restore it. Undo reverses your last board change.

  4. Make a guess

    Select a card, then confirm. A confirmed guess cannot be undone. In Duel, a wrong guess loses the match.

Set up the room

Create a room and share its six-character code or invite link. Choose a theme or a ready deck, then review the cards together. The host can choose 8, 12, 16, 20 or 24 cards. If the theme produces too few checked subjects, use a smaller deck. You can also add names or edit the theme. Personal additions stay labelled with the host's name. You can supply a picture or describe their appearance.

Room setup shows the modes and rules available for your room. Everyone confirms they are ready before the host starts. A friend who arrives after a multiplayer game starts can watch. They can take a seat for the next game.

Duel: two players

Both players choose a secret card. If the secret card timer ends, the game chooses for you. Ask a yes-or-no question on your turn. Your opponent answers, then takes their turn. A correct guess wins. A wrong guess loses the match.

The host can enable guessing outside your turn. With that rule, you can also guess while a question is waiting for an answer. The first valid confirmed guess received by the server ends the match. Opening the guess picker does not submit a guess.

Race: three to six players

Each player takes one round as the keeper. Only the keeper chooses a secret card. Everyone else takes turns asking the keeper questions. They can guess at any time. The first three correct guesses received by the server earn 3, 2 and 1 points. With three players, there are only two guessers. Players who identify the secret card wait until the round ends. Public chat reopens then.

A wrong guess normally removes you from the round. The alternative rule deducts one point and makes you wait three seconds before guessing again. Scores can be negative. The round ends after three solves or when nobody can still guess. After the recap, the next keeper starts. The highest total score wins. Tied leaders share the win.

Free-for-all: three or four players

Everyone chooses a secret card. On your question turn, choose an active opponent to ask. You may guess any active opponent at any time. A correct guess reveals their secret card and removes them from the game. A wrong guess removes you from the game and reveals your secret card. Wait three seconds between guesses. The last player still in wins. Knockout counts show how many opponents you identified. They do not decide the winner. Out players can view cards. They cannot ask, guess or change their boards.

Older saved rooms may use point scoring: a correct guess earns one point and the last player still in earns one extra point. Those rooms may also deduct one point for a wrong guess. The highest score wins, even if that player is out. The in-game guide always shows the rules of the room you are in.

Table shows all players and every opponent board together. The card backs and remaining counts update live. Other players cannot see the identities behind your private board positions.

Choose an Opponent. Select My boards to rule out cards. Select One board to bring that board forward. Select All my boards to show your opponent boards together. Switching views keeps your ruled-out cards and undo history. Select a side board to use it. Then select a card to rule it out.

Using your board

Select a card to rule it out. Select it again to restore it. Undo reverses your last board change. Only you see the identities behind your private board positions. Use the card close-up to read its full name, source credit and illustration label. A picture that cannot load keeps a readable name card.

Guessing has a confirmation step. Check both the card and, in Free-for-all, the opponent before confirming. A guess that arrives after its target is already out costs nothing. Server arrival order decides competing guesses. Network connections can affect that order.

Optional question timer

The host can set a Question timer in room setup: Off, 30s, 60s or 90s. Send your question before the timer ends. Otherwise, the question turn passes. Sending stops the timer. Answers are not timed. The timer pauses while a required player reconnects. Guessing still follows your mode’s rules.

Watching and reconnecting

Watchers can follow a player. After choices are locked, watchers can ask to see that player’s secret card. The player can accept or decline each request, or answer the requests currently waiting together. Only an approved watcher receives that secret card. A watcher who sees a secret card cannot take an active seat until the next game.

Reconnect to recover your seat and board. Race and Free-for-all allow two minutes to return. A missing keeper pauses Race. If the keeper leaves, the game cancels that round's points. Departures never earn elimination points. With too few remaining players, the game ends as abandoned. There is no winner. Older scored rooms award no survivor bonus.

After the game ends, offer a rematch or choose another theme. Card reports help correct future decks. Chat is separate from question and guess controls.