Choose your setup. Multiplayer keeps everyone's picks secret on their own phone. Table Shuffle gives a whole group something to say or do using one phone. Solo Arcade has two quick games for one person.
Multiplayer: find your table
- Join or host. Open Public & private lobbies. Pick a preset public game, join a named public table, or host your own. A private table is shared by invitation; a public table can welcome anyone browsing the lobby list.
- Make it yours. Choose a game, your people, and your name. The Customize section holds pack mixing, your own prompts, length, privacy, and detailed rules. Friends and Family support 2–8 people; Pick the Punchline needs at least three. First date, Dating, and Married are for two. Send the invite link, show its QR code, or share the six-character code.
- Ready when you are. Check the rules, then ready up. You can unready during the lobby, vote, or countdown. Everyone must be ready before a game starts.
- Pick, then confirm. Tap an answer, change your mind if you like, then tap Lock it in. Matching and guessing rounds also have an optional typed answer. Pick the Punchline uses a private hand and its own judging step, explained below.
- Reveal and keep playing. In matching, guessing, and voting, everyone sees the results after the answers arrive or the timer ends. Pick the Punchline shows anonymous entries first, then reveals the writers after judging. The next round follows after ten seconds, or sooner if everyone taps next.
What starts the game?
The default is an eight-second countdown once everyone is ready and the minimum player count is met. Hosts can instead require a full, ready lobby or choose to start it themselves. Every option still requires all current players to be ready. A new arrival, someone unreadying, or an inactivity warning cancels a pending start.
Preset public tables have fixed rules and no player acting as host. They usually start with at least two ready players, allow six people, and play six rounds with sixty seconds per question. The Pick the Punchline preset needs at least three ready players and has eight seats. Displayed player counts are real. If a preset room is full or already playing, joining that preset finds or opens another room.
Let the table choose
Crowd’s Choice and a host’s optional mode vote let ready players choose the game style, six, twelve, or eighteen rounds, and a 45, 60, or 90 second timer. You have twenty seconds to vote. The most votes win each setting; a tie favors the current default, then a consistent option order. If nobody votes, the defaults stay. Unreadying returns everyone to the lobby. Pick the Punchline has its own rules and is chosen directly, outside this ballot.
Choose your game
Party Mix
Our all-rounder: rotate between matching, guessing, and voting. Optional side quests add little things to do together.
Same wavelength
Answer for yourself. With individual scoring, earn a point if you match at least one other player. With team scoring, more than half the round’s players need to share an answer; a pair needs to match.
Guess my answer
The spotlight player answers for themselves, and everyone else predicts their answer. Each correct guesser earns an individual point. With team scoring, more than half the guessers need to match the spotlight. The spotlight rotates each guessing round.
Most likely to…
Vote for someone at the table—including yourself. With individual scoring, a vote for any top nominee earns a point, including tied top nominees. With team scoring, more than half the round’s players must vote for the same person. The reveal shows the vote counts and ties.
Pick the Punchline · 3–8 people
One sentence with a blank. Seven cards in your private hand. A different judge each round. Choose the card that makes the funniest completed sentence, preview it, then tap Lock it in. The judge sits out submissions.
When everyone submits or passes, or the answer timer ends, the entries appear in a shuffled order with their writers hidden. The judge picks a favorite and confirms the winner. That writer earns one point; then all authors are revealed. Your unplayed cards stay in your hand, and the card you spent is replaced.
Each person gets one custom wild card and one full-hand redraw per game. Use either before you lock an answer. Your wild card can be up to 140 characters. These choices reset in a rematch.
Judging has thirty seconds at timed tables. An untimed private table stays untimed. The judge can also choose Skip this round and confirm to move everyone along without points. A judge who leaves or runs out of time skips that round without an award. Fewer than two submitted entries also skips the award; fewer than three seated players ends the game. A locked entry from someone who leaves stays in that round when the table can continue.
Make it your kind of night
Choose a silly, curious, or thoughtful mood. Couples can add a little flirting. The host can choose the game length and turn side quests on or off.
Customize any relationship mode with your own questions, two to four answer choices, or no choices so everyone types. Pick the Punchline custom prompts use exactly one blank, written as ____, and the same private answer hands. In a voting game, the answer choices are always the players' names. You can mix your questions with ours or play only your own.
Mix your packs. Select Original table, After Hours, Bar Night, Couch Club, or a combination. For example, Bar Night + Couch Club deals both themes into one game. New questions from the selected packs get turns before older repeats. The full mix appears on invitations, and its highest age requirement applies. Family stays with Original table.
Different words, same idea? Common similar wording can match automatically. The checker is helpful, but it won’t understand every phrase. In a private lobby, if everyone’s actual answers mean the same thing, the host can count that agreement after the reveal. Passing never turns into an answer or a point.
A few useful things for multiplayer
- Anyone can pass. Use the pass button without a penalty. Running out of time also counts as a pass. Optional side quests award a point for completing the activity; declining is always fine.
- There is no speed bonus. Hosts choose 45, 60, or 90 second rounds. Private tables can also use untimed rounds.
- Fresh games favor fresh questions. Recent question history helps avoid repeats across replays and new games on the same browser. A small selected pool will eventually repeat; your own questions repeat when you play only those.
- Keep your seat. Reopen the same invite in the same browser to resume while your seat remains active. A different browser may not retain it.
- Rooms last up to 24 hours. A host can close a room sooner. Games need an internet connection.
Taking a break, and looking after the lobby
By default, two minutes without interaction brings up an Are you still playing? check. Tap to stay within thirty seconds or your seat is removed. Hosts can choose a one, two, or three minute inactivity interval. A timed question gives you its full answer window before a new inactivity warning; an existing warning still needs your response. Quiet background polling doesn’t count as playing. Unready while you take a short break; leave if you’re heading off.
Home and the lobby browser offer Back to your table while your last saved seat remains active in this browser. You can also reopen your invite. If your connection drops, use the reconnect screen to retry the same seat. Returning Home from that screen keeps the saved seat available until you leave, are removed, or the room expires.
The host can remove a player, hand hosting to someone else, or close a user-created lobby. If the host leaves, the oldest remaining member becomes host. Changes to waiting-room rules clear everyone’s ready choice so players can review them again. An occupied lobby’s pack selection cannot change. To change the mix, start a new table or have everyone else leave first.
A departure never changes who an already-submitted vote was for. Games continue when possible, and finish early if fewer than two players remain—or fewer than three in Pick the Punchline.
Results, winners, and one more?
The finish screen shows the standings, tied winners, and round results—or your shared score if you chose team play. Someone who leaves keeps the points they already earned and is marked as having left. If nobody earned a point, the game says so.
Vote to play again with the same people, find a new table, or return Home. If everyone remaining votes yes, the next game can begin right away. Otherwise there’s a forty-five second replay window. At least two yes votes keep those players together; Pick the Punchline needs three. Others leave that replay. If fewer than the game’s minimum want another, the room returns to its waiting state.
Your table also earns playful awards for what happened: everyone matching, every guesser getting it, a unanimous vote, or completing a side quest together. Share our good time makes a recap with your score and awards. You can copy the recap text or save its image, too. Lobby result shares leave out names, questions, answers, and your room’s invitation.
Invitations from earlier versions still open their original game, with host-managed rounds, team points, and the original shareable recap. Those results cards leave out questions and answers, and names are optional.
Table Shuffle: one phone, everyone plays
Open Table Shuffle with two or more people. Keep the phone in the middle or pass it around. Pick A bit of everything, Pick a side, Tell a story, or Do a thing, then tap Start shuffling.
Read the card out loud. Choose an answer and explain why, name someone at the table, or try the little activity. The choices are ideas to talk about; you can always give your own answer. Activities work while seated and explain what to do on the card.
Tap We did it. Next card when you're ready, or Pass this one to skip it. There is no timer or score to chase. You can change the vibe during play and tap Wrap it up whenever you like. Recent cards and your place are remembered on this browser.
Pitch Battle: one phone, two sides
Choose Pitch Battle in the one-phone games. Play as two people or two teams. Each side gets the same ridiculous assignment and performance twist, plus its own odd word to work into a thirty-second pitch. Read the task first, then start your timer. The first pitcher alternates each round.
After both pitches, the table selects a winner and taps Make it official. A winner earns one point; a tie gives one point to each side. With just two people, agree on your favorite together. You can pass a matchup for no points.
There are three rounds. The finale brings back each side's first word so an earlier joke can return. The timer pauses when the page is hidden, and you can pause it yourself. Progress, side names, scores, and recent assignments stay on this browser; spoken pitches aren't recorded. A reload requires another start tap for the remaining time.
After Hours: games for the grown-ups
Open the adults-only packs and choose After Hours (18+) for cheeky adult-life humor, Bar Night (21+) for pub stories and night-out banter, or Couch Club (21+) for weed-themed humor, snack debates, and wandering thoughts. Each pack has its own questions, confessions, votes, and seated challenges.
For one-phone play, choose The whole mix, Pick a side, Never have I ever, Who's most likely?, or Do a bit. Confirm that everyone meets the pack's age rule and wants that theme, then tap Deal us in. Answers are spoken out loud, and your own answers are welcome. Never Have I Ever uses four ways to respond; it has no drinking or smoking penalties.
Tap Done. Next card to count a card, or pass without counting it. Switching the game deals a fresh card. When wrapping up, you can count the current card or finish without it. Recent card IDs are remembered on this browser; reloading ends the current one-phone session and asks for confirmation again.
For private answers on separate phones, follow the selected pack's host link or open Mix your packs under Customize in the lobby creator. The host chooses the relationship or group as usual. The host and each new player confirm the selected mix and its highest age requirement before joining. Adult packs are unavailable in Family mode, and an Original table game never draws from an adult pack.
These ages are the game's house rules. Follow local laws if you choose to consume. Every activity works without drinking or smoking, and anyone can pass.
Solo Arcade: a little break for you
Spot the Odd One
Find the symbol that is different in each grid. Chill gives you twelve grids with no timer. Dash gives you sixty seconds of active solving; the clock pauses between solved grids and when the page is hidden. Take a breath, then start the next grid when you're ready.
Word Remix
Unscramble eight words using their clues. Tap the letter tiles or type your answer, then check it. A hint reveals a letter for a small points deduction. You can skip a word, see the answer, and move on when you're ready.
Personal bests are saved on this browser, separately for Chill, Dash, and Word Remix. Replays favor words and symbol pairs you haven't recently seen. You can switch apps and return while the page stays open; reloading or closing the page ends the current solo run. You can share a result and a public game link from the finish screen.