Rule book

How to play

Imposter

A short parlor game of bluffs and close reads.
Three to eight players. Ten to fifteen minutes.

Setup

One person creates a room and shares the four-letter code. Everyone joins with a nickname. Rooms hold three to eight players; the host starts the round once at least three are in.

When the round begins, players are secretly chosen as the imposter. The count scales with the table:

  • 3-4 players → 1 imposter
  • 5-7 players → 2 imposters
  • 8 players → 3 imposters

Imposters don't know who else is on their team. Everyone else is a crewmate.

What each side sees

  • Crewmates see the category and the secret word.
  • Imposter sees only the category. They do not know the word.

The clue phase

Players take turns in a random order. On your turn you give one one-word clue that hints at the secret word.

Crewmates want to signal enough that the group knows they're real, without making it trivial for the imposter to piece together the word. The imposter has to bluff a clue that fits the category convincingly enough to pass as a crewmate.

Each player gives one clue per round. The table plays three full rounds of clues before voting.

The vote

After the clues, everyone votes for who they think is the imposter. You can't vote for yourself. Votes are locked in once cast.

If one player has a clear plurality and they were an imposter, that imposter is caughtand gets one last chance to guess the word. When there are multiple imposters at the table, the others stay hidden — their fate is tied to the caught imposter's guess.

A tie still counts as a catch if every top-tied target is an imposter (e.g. a 2-2 split between two imposters) — one of them takes the guess. But if the tie includes any crewmate, or the plurality lands on a crewmate, the imposter team escapes and wins the round outright.

The final guess

The caught imposter sees the category and every clue that was given, and submits one guess at the secret word. The system judges exact vs. close matches. If there's a second imposter at the table, they can only watch.

Scoring

  • Imposter escapes+2 each imposter · 0 crewmates
  • Caught, guessed exactly+2 each imposter · 0 crewmates
  • Caught, close guess+1 each imposter · +1 each crewmate
  • Caught, wrong guess0 imposters · +1 each crewmate

Timers

Every phase has a clock so the room doesn't stall on a disconnected or distracted player.

  • Clue (per turn)45 seconds
  • Vote3 minutes
  • Imposter’s guess90 seconds

If the clock runs out on a clue, the player is skipped with a blank clue and the turn passes. If the vote timer expires, the room tallies whatever votes were cast. If the imposter doesn't submit a guess, it counts as a wrong guess.

Playing for a pot

The host can optionally turn on a pot in the lobby. Every player antes one USDC on Base; the contract holds it until the round is resolved.

  • Imposter winsimposter takes the entire pot
  • Crewmates winpot is split evenly among crewmates
  • Close guesspot is split across the whole table

If the host voids the game mid-round, every ante is refunded to its original wallet.

Wavelength

A spectrum-guessing game of clue-giving and close calls.
Three to six players. Ten to twenty minutes.

Setup

One person creates a Wavelength room and shares the four-letter code. Players join with a nickname. Three to six players is the sweet spot. The host starts the match once at least three are in.

A match is two rounds per player at the table — so 6 rounds with 3 players, 12 with 6. Each round one player is the psychic; the role rotates so everyone gets exactly two turns at it.

What the psychic sees

The psychic gets a concept pairlike “Cold ↔ Hot” or “Boring ↔ Exciting”, plus a hidden target band on the dial. The rest of the table sees only the concept — never the target.

The psychic picks a clue word that they think lands on the target. Examples for “Cold ↔ Hot” with a target on the warm side: “coffee”, “jacuzzi”, “August”.

The guess phase

Once the psychic submits the clue, every other player drags their dial to where they think the target is. Guesses are independent — no coordinating. When the last guess locks in, the round resolves automatically.

Scoring

Each guesser earns points based on how close their dial landed:

  • Bullseye+4 points
  • Inner band+3 points
  • Outer band+2 points
  • Off the band0 points

The psychic earns the highest score among their guessers — connecting with at least one teammate is the goal of clue-giving, so missing one player shouldn't cancel out a great clue for another.

Unanimous bullseye bonus: if every guesser lands in the bullseye, everyone at the table (psychic included) gets a bonus +2 points.

Winning

After all the rounds, whoever has the most cumulative points wins. Ties are real ties — multiple winners on the scoreboard. The host can hit Play Again to reset scores and shuffle the psychic order for a fresh match.

Timers

  • Clue (psychic)60 seconds
  • Guess45 seconds

If the psychic runs out of clue time, a blank clue is locked in and the round still plays out. If a guesser runs out of time, the middle of the dial is locked as their guess (which usually means zero points).

Just One

A cooperative clue-giving game with a beautiful catch.
Three to seven players. Ten to twenty minutes.

Setup

One person creates a Just One room and shares the four-letter code. Three to seven players is the sweet spot. The host starts the match once at least three are in.

A match is two cards per player at the table — so 6 cards with 3 players, 14 with 7. Each card has one player as the guesser; the role rotates.

What each side sees

  • Clue-givers see the secret word and write a one-word clue privately.
  • Guesser sees nothing while clues are being written.

The catch

Before the guesser sees the clues, the system silently eliminates any duplicates. If two clue-givers wrote the same word (case-insensitive, with light stem matching like banana = bananas), both clues vanish. Any clue that matches the secret word is also eliminated. The guesser only sees what survived.

That's the whole game. Coordinate without coordinating — write a clue your team won't also write.

The guess

The guesser sees the surviving clues (without knowing who wrote what) and submits one guess at the secret word. They can also skip the card if no clue is helpful — that counts as the card being played but not as a correct guess.

Scoring

Cooperative — the whole table shares one score. After all cards, your final tally gets a label:

  • Telepathic≥85% correct
  • Sharp≥60% correct
  • Solid≥35% correct
  • Warming up≥15% correct
  • Tough deck<15% correct

Timers

  • Clue60 seconds
  • Guess45 seconds

If clue time runs out, the card moves to the guess phase with whatever clues are in (missing players just don't help that round). If guess time runs out, the card counts as wrong.

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