Party games · 3–24 players
Secret roles for games you play out loud.
Open a room, read out four letters, and every person gets a different secret on their own phone. Then put the phones down. The game happens between people.
Guests need no account — only the host signs in
Press and hold a card
Joining
Four letters is the whole setup.
You say them, they type them. Nothing to install, no invite to send, no account for anyone but you. A room lasts the night and deletes itself eight hours after the last thing anybody does in it.
Room codes use 21 letters. I, O, Q, U and V are left out.
21 letters, not 26. I, O, Q, U and V are left out — they are the ones that get misheard when somebody reads a code across a loud room.
Four games
Pick one and deal.
Mafia
A few players are secretly mafia. Each night they pick someone to eliminate; each day the whole table argues and votes someone out.
4–24 players · 20–40 minutes
Imposter
Everyone gets the same secret word except the imposter, who gets nothing. Go round giving one-word clues, then vote for who's bluffing.
3–24 players · 5–10 minutes a round
Undercover
Most players share a word; the undercover players get a close relative of it, like Lighthouse and Windmill. Nobody knows which side they're on.
3–24 players · 10–15 minutes a round
Story
Everyone sees the same opening line and setting, plus a speaking order, and builds the story together two or three sentences at a time.
3–24 players · 10–20 minutes
Nobody can peek
The host doesn’t know your card either.
- The server deals
- Roles and words are shuffled and dealt server-side. No phone in the room ever holds the whole deck — not the host's either.
- One card, one connection
- Your card travels down your socket alone. The word you weren't given is never sent to your browser, so there is nothing in the page to find.
- The room sees a label
- Everyone else sees “2 mafia among 8” and never who. The single exception is a Mafia host who chooses to narrate — they see every role, and they sit the game out.
