
Word Clue
Two teams, secret words - crack your team's cards from one-word clues.
What you are trying to do
Reveal all of your team's words from one-word clues without touching the assassin.
Read the private map
Only spymasters see which cards belong to each team, which are neutral, and which is the assassin.
Give one clue
The active spymaster provides one word and a number that connects several team cards without naming them directly.
Guess as a team
Guessers may take the clue count plus one guesses, must choose at least once, and lose the turn on a wrong color or neutral card.
Complete rules for Word Clue
These are the disclosed rules used by the room—not a simplified summary that changes once the match begins.
- 01
Two teams, blue and red. Each team has one spymaster (sees the secret colours) and guessers (do not).
- 02
On your team's turn, the spymaster gives a one-word clue plus a number - you may guess up to that number plus one. A clue of 0 means unlimited guesses.
- 03
Guessers tap the words they think are their team's, and must make at least one guess. A correct pick lets you keep going.
- 04
A wrong or neutral pick ends your turn. Picking the assassin loses the game instantly.
- 05
First team to reveal all of its words wins.
Modes & room settings
Every setting below is validated by the server. The default is marked so a new host knows exactly what will run without changing anything.
Classic setup—no hidden host modifiers
Word Clue currently runs the complete rules shown above for every room. The host chooses who joins and when to start, but cannot silently change the board, scoring, or win condition.
Three useful habits
A safe clue for two cards is often better than a clever clue that points near the assassin.
Guessers should explain the clue relationship before tapping a risky word.
Track earlier clues; an unguessed word may become obvious on a later turn.
