Bring three to eight people

Choose the number of players, enter nicknames and select a word collection. Four collections contain 80 words. You can enable a broad category hint and choose a discussion timer before dealing.

The group plays together using one device. The game supplies cards and voting; it does not create a remote room, provide chat or add computer players.

Look, hide, and pass

Hand the phone to the named player before revealing a card. Most players see the same secret word; one sees the bluffer role instead. Hide the card before handing the phone to the next person.

Hiding the card removes the secret from the visible interface. Keep the phone out of other players’ view and respect each person’s turn; the shared screen cannot stop somebody looking over a shoulder.

Give clues, discuss, and vote privately

Give a clue related to the word without saying the word itself. The bluffer listens for context and tries to fit in. Use the discussion timer if your group wants a limit.

Pass the phone through the private voting steps. The sole most-voted player is accused. The group wins only if that person is the bluffer; a tie lets the bluffer escape. This version has no final secret-word guess.

Keep the phone open for this round

Leaving the game view covers private cards and pauses a running discussion timer. Resume the timer when the table is ready. After the result, you can copy a summary that does not reveal the secret word.

Nicknames, roles, the word and votes last only for the open round. Reloading or closing the game ends it. The browser remembers only setup preferences such as player count, collection, timer and hints.

A small original party game

This edition’s rule set, curated words, envelopes, masks and interface were created for Velvet Alibi. The edition notice records the exact win and tie rules, along with the shared-device and storage limits.

Updated

Sources & credits