GOOD CLUES. GREAT COMPANY.
Describe & Guess
One word. Two teams. Find the clue that makes it click.
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Make two teams
4–12 friends join one room on their own connected phones. Each team needs at least 2 players. Switch teams in the lobby, or let the host arrange them. No account or download; designed for in-person gatherings.
Describer, guessers and referee
One team guesses while one teammate describes. A player from the other team referees. Only the describer and referee receive the current word; hosting grants no extra access. Guess out loud. Describers and referees rotate.
Get ready, then start the clock
Both the describer and referee confirm readiness. The timer starts once both and at least one guesser are online. Choose 60 or 90 seconds, and 1, 2 or 3 turns per team. The word appears only after the timer starts and is hidden by default.
Classic clues and forbidden words
Do not say the target or obvious parts of it, translate it, spell it, or use sound-alike clues to give it away. Forbidden-word mode also bans the three words on the card. Descriptions and gestures are welcome. The referee judges in person; the game does not record audio.
Correct, skip or foul
The opposing referee confirms a correct guess for 1 point and a new word. Either the describer or referee may skip for 0 points. In forbidden-word mode, the referee marks a foul for 0 points and a new word. No negative points. An unfinished word scores nothing when time runs out.
Scores and another game
Completed words and decisions are revealed after each turn. The host continues. After equal turns, the higher score wins; equal scores are a draw. Everyone on the winning team earns a win. Return to the lobby to change teams or settings and play again.
Disconnects pause the timer
Refresh or reconnect to return to your seat. The timer pauses if the describer, referee, or last online guesser disconnects, and resumes with the remaining time when they return. A restart pauses an unexpired turn; an expired turn is settled. The host may end a turn early, keeping its points, or end the whole game without awarding wins.
Rooms and privacy
A new tab takes over the same seat. An online player becomes host after the host is offline for 30 seconds. Seats cannot join, leave or be removed during a game. Empty rooms are deleted immediately; inactive rooms expire after 24 hours. Browsers store a nickname, language and reconnect credential; the server stores temporary rooms and credential hashes. No recording, accounts, ads, payments or paid AI.