Word Codes
Two teams race to find their own words: the clue-giver holds to peek at the key, gives one word and a number, and teammates flip from a 5×5 grid — touch the trap and you lose
How to play
- Split into two teams and pick clue-givers: A 5×5 board is dealt the moment the page opens — no rooms, no sign-up. Split into the Amber and Teal teams with one clue-giver each; everyone else guesses. With only two or three people, switch to Co-op and play together as Amber against a rival that flips its own cards automatically.
- Hold to peek at the key, then give one word and a number: The clue-giver picks up the phone and holds “Hold to see the key”. After 0.4 seconds the board lights up with every card's owner and the trap; letting go hides it in the same frame. Find one word that links several of your cards, set the number (∞ means no limit), optionally type the word, tap Give clue and put the phone back on the table.
- Select, flip, keep going or pass the turn: Guessers tap a card to select it, then press Flip. Your own card scores and you may continue, up to number + 1 flips; a bystander or an opponent card ends the turn; the trap loses the game on the spot. The first team to find all its words wins, and the result screen replays every clue.
Rules & variants
Everything rests on one word and one number: the clue-giver says a clue and a number n meaning “n of our cards relate to this”. Guessers may flip up to n + 1 cards this turn — the extra flip lets you pick up a word you missed earlier. Choose ∞ to remove the limit when you want to sweep up several leftovers at once.
The board has 25 cards: 9 for the starting team, 8 for the other, 7 bystanders and 1 trap. The starting team comes from the game code and gets the extra card. Flipping your own card scores and you continue; an opponent card gives them the point and ends your turn; a bystander ends your turn; the trap makes your team lose immediately, however far ahead you are.
Flipping takes two steps: tap a card to select it (it lifts and takes your team colour), then press Flip. Tap it again to deselect or tap another card to switch. End turn sits on the left and Flip on the right, and you must guess at least once before ending, so a stray tap never costs a turn.
Clue rules: one word only; it can't be an unflipped board word, contain one, or be contained in one — a typed clue is checked automatically and the conflicting word is named. No rhymes, spelling tricks, letter counts or position hints. If the other team thinks a spoken clue broke the rules, they can call a foul: the turn ends and one of the calling team's unflipped cards is revealed as a bonus.
Co-op is for two or three players: everyone is the Amber team and the page plays Teal. On Standard the rival flips one of its own cards after every turn, on Easy after every second turn. Find all 9 Amber cards before the rival finds its 8 — and before anyone flips the trap. The result shows how many turns you needed, and your best per level is kept on this device.
The key exists only while you hold: it appears after 0.4 seconds and disappears the moment you let go, slide off or switch apps, and once the clue is given there is no way to peek for the rest of the turn. While peeking, every card shows its owner colour and shape, and a list groups the trap, your remaining words and theirs. Each owner has a shape (◆ Amber, ● Teal, — bystander, ✕ trap) so colour-blind players can read the board.
Every board has a game code. Copy the game link from the result screen or menu and friends get the same board and key. “Same board again” replays the current deal; “Play again” deals new words and avoids the words from your last three boards. Switch between the Everyday and All word lists in Settings.
FAQ
For fun only · all board words are our own; whether a spoken clue is fair is up to the players at the table
Last updated: 2026-10-07 · Saved on this device only