A crew passing something between them. Two of you want it on the floor — and you know each other. Five to ten players, about twelve minutes.
Most of you are crew. Two or three of you secretly want it dropped — and those few know each other.
Each round the leader picks who carries it. Everyone says one line about that choice, then everyone votes on the team. Turn down three teams in a row and the round is lost.
The carriers each privately play Safe or Drop. One drop sinks the round. Three rounds carried and the crew wins — unless the droppers can name the Watcher.
Friends join from the Round Table screen with this code.
Round Table needs 5 people. It is a better game with 7.
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You can see the teams, the votes and the result — you can't see anybody's card.
Back to communityFive to ten of you are a crew carrying something valuable between you, one short trip at a time. Two or three of the crew secretly want it on the floor, and — this is the part that makes the game — those few were shown each other at the start. Everybody else was told nothing at all.
A round has four beats. The leader picks who carries it. Everybody says one line about that choice. Everybody votes on the team, not on the people. Then the carriers, privately and one tap each, play Safe or Drop, and a single Drop sinks the round. Three rounds carried wins it for the crew; three on the floor wins it for the droppers. Turn down three teams in a row and the round is lost without anyone touching it, which is why voting no for ever is not a strategy.
One crew member — the Watcher — was shown who the droppers are. That is the crew’s whole advantage, and it comes with a catch: if the crew carries three rounds, the droppers get one guess at who the Watcher was, and a correct guess takes the win off the table. So the Watcher spends the game steering without ever quite explaining why, and everyone else spends it trying to work out whether the confident person is informed or acting.
For the crew, the evidence is the vote record. Anyone can claim anything after a round goes down; only the approvals are on the record, and a dropper who voted a bad team through has left a mark. Watch the rounds that went safe too — a person who has carried twice cleanly is worth more than a person nobody has tested.
For the droppers, the trap is dropping too early. The first round is the cheapest one to let through: it buys a clean record, it costs one of three, and it makes the round where you finally do let go look like somebody else’s doing. And keep an eye on who is arguing a little too well.
The thirty seconds between the pick and the vote is the reason this game is here. Everyone says one line — not a speech, one line — about the team that has just been chosen, and the screen offers you the start of it if you need one. It is a small, repeating, low-stakes speaking turn with a real reason to speak, which is the thing language practice almost never has. Over a twelve-minute game that is five turns each, and by the third one most people stop reaching for the starter.
Five players minimum, seven or more is better, ten is the cap. Make a room, send the code, the host starts it. A whole game runs about twelve minutes. No account needed; an account keeps your name and photo with you between games. It plays fine on a phone, and it plays much better with voice — open a party alongside it if your group is up for talking.
If you like working out who is lying, Who is the Spy? is the quicker version of the same instinct. All the games are here.