How to play
Two minutes to set up. Then forget you're playing.
1. Someone hosts
One person taps Host a game, names the room, picks which quest packs to use, and optionally sets a prize for the winner. They get a 5-character room code.
2. Everyone joins
Guests scan the QR code, open the link, or type the code on the home page. They pick a name and an icon. No app, no account. Two players minimum, twenty maximum.
3. The host starts the game
Everyone gets a secret quest — only they can see it. Then you put your phone away and go be at the party.
4. Complete it for real
Pull off your quest in actual conversation, then tap I did it and pick the person who saw you do it. They get a prompt on their phone and tap Approve or Reject.
5. Score, repeat, win
Approved quests award points and hand you a fresh mission straight away. The leaderboard updates live on every screen. When the host ends the game, the winner is crowned — and claims the prize, if there is one.
6. Or catch someone out
You're not always mid-quest, and watching everyone else is half the fun. Reckon you've worked out what someone is up to? Say so. Get it right and their quest dies on the spot. Get it wrong and it costs you — here's exactly how that works.
Guessing, in detail
The other half of the game. Anyone doing a secret task is only really playing if someone might catch them.
Pick someone you've been watching
Catch someone out lists everyone else in the room. Tap a name to go after them.
Commit, and the clock starts
You get a warning first, because this is not a free action.
Ten quests, twenty seconds
Twenty seconds is not enough to read ten quests carefully, and that's the point. This screen is for confirming a hunch, not forming one. If you already suspect Priya has been trying to get someone to teach her a dance move, you scan for that line and tap it. If you're starting from nothing, you're going to lose points.
Two things you can count on. The ten options never change — reopen it and you'll get the same ten in the same order, so there's nothing to be gained by looking twice. And your own current quest is never one of them, so a quest you recognise as yours can't waste one of your ten.
What it's worth
- Right: +5 points to you, and their quest is cancelled. They're handed a fresh one immediately and never see that quest again.
- Wrong, or out of time: −10 points. Running the clock down counts the same as answering wrongly.
- Miss again and you wait longer. 30 seconds, then a minute, then two, then four, capped at five minutes. One correct guess puts you straight back to 30.
Do the maths before you start firing: one in ten at +5, against nine in ten at −10. Guessing blind loses about 8 points a go. Scores can go negative, and they do.
The whole room sees it
A successful catch names the quest, because it's dead by then and it's usually the funniest thing that's happened all evening. A miss says only that you got it wrong — it never prints the quest, or you'd be handing the room the answer to something still in play.
House rules that help
- Don't show anyone your quest. The whole game is that nobody knows what you're up to.
- Pick a verifier who actually saw it. Rubber-stamping your best friend is obvious on the leaderboard.
- Stuck with a quest that won't work in this room? Change Quest swaps it, no penalty — and it resets everyone's shot at guessing you.
- Only guess when you've actually watched someone. Hunches pay; fishing doesn't.
- Play in short bursts. An hour is plenty.