/how to play
how to play · 90 seconds to learn

Read the room. Land the dial.

One player sees a hidden spot on a hidden scale. They give one clue — vague, weird, or perfect. Everyone else has to figure out what they meant and land a needle on the same wavelength.

See scoring
two views, one round
PSYCHICsees target
“regretted tattoo”
GUESSERSguesses
???
universally agreedwill start a fight
one round

Five steps. Roughly three minutes.

01
A hidden target appears

One player is the host. The room shows them a spectrum — useless ↔ god-tier, mid ↔ goated, walking ick ↔ universally beloved — with a secret target somewhere on the dial. Nobody else sees the spot.

HOST VIEW
02
The host writes one clue

A single short phrase that points the room at the target. The vaguer the better. No numbers, no “a little to the right of middle.”

surprisingly effective.
CLUE FROM PSYCHIC
“surprisingly effective”
2 WORDS · 23 CHARS
03
Everyone argues, then guesses

The rest of the room sees the same scale but no target. They drag a needle to where they think the host meant. They are allowed — encouraged — to debate, doubt, and change their mind right up to the timer.

GUESSERS
DRAG · ARGUE · LOCK IN
04
The reveal

When everyone locks in, the target slides into view. So do all the other guesses. Cue the screaming, the high fives, and the “WAIT, THAT IS what you meant?!”

REVEAL
05
Score and rotate

Points are based on how close each guess landed. The host rotates to the next player. Most rooms play 5 to 10 rounds; the “most in sync” trophy is on the line.

ROUND END
kai+4
noor+2
you+1
scoring

How close is close enough?

scoring bands · zoomed in
TARGET0255075100WAVELENGTHPOINTS
+1+2+3+4+3+2+1
+4
Bullseye
Within a fingernail. Triggers the screaming and the high-five.
+3
Inside the target
You read the room. The clue did its job.
+2
Edge of the target
Close, but the host was being weirder than you thought.
+1
In the neighborhood
A consolation point. Better than a goose egg.
+0
Wrong wavelength
You and the host live on different planets. Try again.
Bonus +1 to the clue giver if at least one guesser lands a 3 or better. Reward the great clues.
modes

Pick your chaos level.

FFA3–5 PLAYERS
Free-for-all

Everyone for themselves. Roles rotate each round. Most points at the end wins, but really, the funniest moments win.

TEAMS · PROUP TO 20
Teams

Split the room into 2–4 teams. One teammate gives the clue; the rest debate. The team’s closest guess scores. A lobby upgrade unlocks it.

CO-OP · PRO2–5 PLAYERS
Co-op

No competition. The room shares one score and one goal: stack bullseyes round after round. A lobby upgrade unlocks it.

● do

good clue energy

  • Lean on shared references — your friend group's inside jokes are gold.
  • Use vague specifics: "my dad's car" beats "old."
  • One image, two words, max five.
  • Let the room argue. That's the point.
● don't

cursed clue energy

  • No numbers. No "a little bit past the middle."
  • No naming the scale itself. "Very fight-starty." Hard pass.
  • Don't over-explain. Resist the urge.
  • Don't repeat your clue. One shot.
keyboard

Power-user kit.

← →Move the needle one tick
Shift + ← →Fine-tune by 0.5
SpaceLock in / unlock
RReact with last emoji
/Open chat
?This page
that's the whole game

Now go read the room.