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Word Connection

Party games · Word games

Also Word Connections, Grid clues, Spy words, One word three cards

Launch

Create a free account to keep score — you come straight back here.

Summary — 4–12 players

Word Connection is a party game of clues on a grid of twenty-five words. Each side has a clue-giver who alone can see which words are theirs, and says one word and a number out loud — river, three — to point their team at them. The team turns the words it thinks the clue means, one at a time, until it gets one wrong. Find all of yours first and you win; turn the trap and you lose.

Scored by
A match is one board. The first side to turn every one of its words wins it; a side that turns the trap loses it on the spot.
Origin
Unknown

Rules

How to play

Players and equipment

Four to twelve, each with a phone, in two teams. Uneven teams are fine — three against four plays — but a team needs at least two: one to give the clues and one to guess. The words come from the app's library, or everybody writes six of their own and the app fills the rest.

The deal

The app lays out twenty-five words in a five-by-five grid, the same on every phone. Secretly, nine belong to the side that starts, eight to the other side, seven are bystanders, and one is the trap. Each side has one clue-giver, who alone can see which word is which: on their phone every card wears a thin frame in its colour, and the trap is black. The clue-giver changes with each game, round the team's seats.

Play

The sides take turns. On your side's turn the clue-giver says one word and a number out loud — "river, three" — and the app hears none of it. The number is how many of your words the clue points at. The clue may not be a word still face down on the grid, and the table's own rules say the rest: no compound words, no rhymes, nothing about the letters.

Then the guessers turn cards. Tap a word, then Guess, and it turns over for everybody. Your own word, and you may go again; the table's rule is the number plus one, the extra for a word left over from an earlier clue, and the table keeps that count. A bystander ends your go. The other side's word ends your go and counts for them. The trap ends the game, and you have lost it.

Guessers may stop at any point with End our go. The clue-giver may not help: no hints, no faces.

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