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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.

The Catch someone out card, listing four players. Two can be guessed; one is waiting on a verifier and one is greyed out because you've already had your shot at them.
Greyed-out names can't be targeted right now. Waiting on a verifier means their quest is already being confirmed and is about to vanish, so guessing it would be unfair. You've had your shot means you've already tried them on this quest — you get one attempt each, and it comes back when they move on to a new one.

Commit, and the clock starts

You get a warning first, because this is not a free action.

A confirmation dialog explaining that you get 10 quests and 20 seconds, that a correct guess is worth 5 points and cancels their quest, and that a wrong or late answer costs 10 points.
Tap Start the clock and it starts — properly. Backing out, closing the tab or losing signal doesn't undo it; you'll come back to the same running clock and the same ten options. That's deliberate: otherwise you could peek at the list, not recognise anything, and walk away with a free shortlist.

Ten quests, twenty seconds

The guessing screen: a draining timer bar at the top and ten quests listed as tappable options.
One of these ten is really theirs. The bar drains from lime to amber to red, and it stays pinned to the top while you scroll.

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

The activity feed showing a successful catch worth 5 points, two confirmed quests, and a failed guess costing 10 points.
Hits and misses both land in the activity feed, on every phone and on the live dashboard.

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.