A word-connection game played with Scripture, theology, church history, youth ministry, and the dialect we all speak in the foyer. One board, rival teams, hidden colours.
Start a room
Deals a fresh 5×5 board and gives you a code to share. Everyone plays on their own phone.
Join a room
Type the 4-character code someone read out to you.
How it plays
Deal a board and share the room code. Everyone opens it on their own phone and takes a seat — a team colour, as sage or student. Whoever dealt is the host: until the first clue they can shuffle the words or the tiles, resize the board (4×4–7×7), field 2–4 teams in any colours, choose the decks, mix in their own words, and set the turn timer (2:00 by default).
Only sages see which words belong to which team. The starting team gets one extra word; the rest are bystanders — plus an assassin or two.
The sage gives a one-word clue and a number — “Exodus, 3” — pointing at that many of their own words, never more than they have left. Students get one guess more than the number; ∞ means guess freely.
Guess your own colour and keep going. Hit a bystander or a rival team’s word and your turn ends. Hit the assassin and your team is out — with two teams, that’s the game.
First team to uncover all of their words wins.
With the timer on, each side has the clock’s length per turn — clue, guesses and all. Run out and the turn passes on its own.
Everything syncs live, so the board on your phone matches the board on everyone else’s — and there’s a full-screen board for the TV. Rooms are cleared a day after the last move.
connections · one board, rival sages, hidden colours