Guess the Words
Two teams, one spymaster gives clues – find your agents!
How to Play
Goal
Your team must find all its agents (colored cards) before the other team finds theirs.
Teams & Roles
Two teams (Red & Blue). Each team has a Spymaster (sees all colors) and Guessers (see only revealed cards).
Give a Clue
The Spymaster gives ONE word and a number as a clue. The word describes their cards, the number says how many cards it relates to.
Guessing
Guessers reveal cards. Correct color = keep guessing. Wrong color or neutral = turn over.
Assassin
One card is the Assassin (black). Whoever reveals it loses immediately!
Strategy & tips
As clue giver, the number matters more than the word. A clue for two certain terms is almost always better than one for four shaky ones. Over-ambitious links send your team to the opponent's word — or worse.
Reason backwards from the dangerous word. Before giving a clue, check which opposing or neutral term might also fit it. Most lost games come not from bad clues but from overlooked secondary meanings.
As the guessing team, say the words out loud before you tap. Speaking them surfaces connections that silent reading misses. And you always get one guess more than the number states — save it for a word from an earlier round.
Variants
Two-player cooperative
Both play together against a fixed number of rounds. Time pressure replaces the opponent.
Single clues only
Every clue covers exactly one word. Slower but nearly error-free — good for beginners.
Pictures instead of words
The grid is made of images. Associations become freer and far less predictable.
How it works
1. Create a game
Click "Create Game" and receive a 6-digit code.
2. Share the code
Share the code with your friends – via WhatsApp, Telegram, or just tell them.
3. Play instantly
Your friends enter the code and you start playing immediately. No login required!
Origin
The word-grid format with hidden allegiances was published in 2015 by Vlaada Chvátil and won the Spiel des Jahres critics' award in 2016. It runs on a single rule that fits in one sentence.
Its appeal lies in the asymmetry of language: one word carries many associations, and the clue giver must predict which of them their group shares. That makes it less a word game than a model of someone else's thinking.
Frequently asked questions
How many players do I need?
Four to eight, in two teams. One person per team gives the clues and the rest guess.
What happens with the dangerous word?
Tapping it loses the game for your team immediately. That is exactly why cautious clues are often the better choice.
Can the clue be a word from the grid?
No. The clue must be a word that is not visible on the board.