Party & Quiz ยท Cooperative word game

Smoke SignalsPlay Smoke Signals online

Together against the cards: everyone sends a one-word signal, equal signals go up in smoke – and one of you guesses the word from what is left.

  • ๐Ÿ‘ฅ 3–7
  • โฑ ≈ 15 min
  • no account needed

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How it works

๐ŸŽฏ Goal: Guess as many of the 13 words as you can, together. Everyone plays on one team – nobody wins against anybody.

๐Ÿ’จ Signals: One player guesses, in turn. Everyone else sees the word and secretly writes a one-word clue. Someone who does not know the word may swap it, twice, before the first clue. When the time runs out, whatever stands in the field counts – sent or not.

๐Ÿšซ Going up in smoke: Equal clues cancel each other – every copy. So do clues that contain the word, translate it, belong to its word family or are invented.

๐Ÿ” Checking: The automatic check strikes what is equal. What it cannot see (word family, typo, translation) the next guesser strikes by hand – for 30 seconds.

๐ŸŽฒ Guessing: The guesser sees only what stood and has one try. Right (close counts too) wins the card. Wrong burns this card and the next – on the last card one hit is taken back instead. Passing costs only this card. When the time runs out, whatever stands in the field is the guess – an empty field passes.

๐Ÿ‘ฅ Three players: With three players each giver writes two different clues.

๐Ÿ† Result: After 13 cards what counts is how many words were guessed: 13 perfect, 12 incredible, 11 great, 9–10 not bad, 7–8 solid average, 4–6 a start, 0–3 lots of smoke.

Settings & scoring

โš™ Settings: Three to seven play. The words come from the word library – the host picks categories and language –, and a list of your own works too; it is then not scored. The host sets the time for the clues to 30, 60, 90 or 120 seconds.

All rules and settings

๐ŸŽฏ Goal: Guess as many of the 13 words as you can, together. Everyone plays on one team – nobody wins against anybody.

๐Ÿ’จ Signals: One player guesses, in turn. Everyone else sees the word and secretly writes a one-word clue. Someone who does not know the word may swap it, twice, before the first clue. When the time runs out, whatever stands in the field counts – sent or not.

๐Ÿšซ Going up in smoke: Equal clues cancel each other – every copy. So do clues that contain the word, translate it, belong to its word family or are invented.

๐Ÿ” Checking: The automatic check strikes what is equal. What it cannot see (word family, typo, translation) the next guesser strikes by hand – for 30 seconds.

๐ŸŽฒ Guessing: The guesser sees only what stood and has one try. Right (close counts too) wins the card. Wrong burns this card and the next – on the last card one hit is taken back instead. Passing costs only this card. When the time runs out, whatever stands in the field is the guess – an empty field passes.

๐Ÿ‘ฅ Three players: With three players each giver writes two different clues.

๐Ÿ† Result: After 13 cards what counts is how many words were guessed: 13 perfect, 12 incredible, 11 great, 9–10 not bad, 7–8 solid average, 4–6 a start, 0–3 lots of smoke.

Settings & scoring

โš™ Settings: Three to seven play. The words come from the word library – the host picks categories and language –, and a list of your own works too; it is then not scored. The host sets the time for the clues to 30, 60, 90 or 120 seconds.

Game rules: Smoke Signals

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