The describer gets a secret word and drops hints in the chat. Everyone else races to guess. First correct guess: 2 points; describer: 1.
One player is the describer β they get a secret word and drop hints in the chat. Everyone else races to guess.
First correct guess gets 2 points, the describer gets 1. Rounds rotate.
Highest score at the end wins.
Friends join from the Guess the Word screen with this code.
Need at least 3 players to start.
First correct guess scores 2 Β· describer 1
Type clues β but don't say the word itself.
Β·
You can see the clues and guesses live. The word stays hidden.
Back to communityOne player is the describer. They get a secret word and start dropping hints in the chat; everybody else races to guess it. The first correct guess is worth two points and the describer gets one, so the describer only scores when somebody actually gets there. Then the role passes on and the next round starts. Highest total at the end wins.
That scoring is the whole design. A describer who makes the word impossible scores nothing, and so does one who gives it away in a word nobody could miss — there’s no race, and a round that ends in two seconds is a round nobody enjoyed.
As describer, lead with the category and hold back the detail. “Kitchen” narrows the whole language to a room; “you put bread in it” ends the round. Give the room something to work with, then tighten. The best describers add one clue at a time and read the guesses coming in — wrong guesses tell you exactly which way the room is leaning, and the next hint should push against it.
As a guesser, say the near-misses out loud. Typing toaster when the answer is kettle is not a wasted turn; it tells the describer where you are and pulls the next hint towards you. The rounds that stall are the ones where everybody is thinking quietly.
Describing a word without using it is the single most useful thing you can practise in a new language, and it is the thing classes skip. It’s what you fall back on every time you’re mid-sentence and the word isn’t there — you talk around it until somebody hands it to you. This game is that skill, with a score attached.
It is also kind to mixed levels. A beginner can describe in five simple words and a fluent speaker still has to guess.
Three or more, and it’s better with five. Make a room, send the code, the host starts it. No account needed to play; an account keeps your name and photo on your card between games. Phones are fine — the whole game is a chat box.
If you want something with more bluffing in it, Who is the Spy? is next door, and Broken Telephone is the one to play when the room has gone quiet. All the games are here.