The help library
Rules reference
Every rule FlickerTale plays by, what it starts at, and what it can be set to.
These are the rules every game starts with. Before a game begins, the host can change the most common ones from Change the rules on the big screen, or choose one of the ways to play below. A table for one, against the house, starts with the same rules.
Clocks count in seconds, and every clock can be stretched at once with Pace.
Ways to play
Classic
The familiar game.
- From 9 players:
- Most a bluff can earn in a round: 3 points
- Play to: no target
- Or when everyone has told: 1 story each
Quick
Tighter clocks and a shorter race.
- Time to tell the story: 60 seconds
- Time to slip in a card: 45 seconds
- Time to guess: 20 seconds
- Play to: 20 points
- Reveal pace: 0.75×
- From 9 players:
- Most a bluff can earn in a round: 3 points
- Play to: no target
- Or when everyone has told: 1 story each
Party
A decoy from the deck every round, and a set number of rounds.
- Extra cards in the reveal: 1 card
- Play to: no target
- Naming the first guesser: on
- Or stop after: 2 rounds per player
- From 9 players:
- Most a bluff can earn in a round: 3 points
Relaxed
No clock to tell a story or slip in a card, up to five minutes to guess, and each reveal step waits for everyone’s Next.
- Time to tell the story: no clock
- Time to slip in a card: no clock
- Time to guess: no clock
- Longest guessing can last: 300 seconds
- Who moves the reveal on: the whole table tapping Next, up to a minute a card
- From 9 players:
- Most a bluff can earn in a round: 3 points
- Play to: no target
- Or when everyone has told: 1 story each
The table
| Rule |
Starts at |
Can be |
| Fewest players. A game will not start with fewer at the table, counting house players. |
3 |
2 to 4 |
| Most players. Once the table is full, anyone else who arrives can watch. |
16 |
3 to 16 |
Hands
| Rule |
Starts at |
Can be |
| Cards in hand. How many paintings each player holds. |
6 cards |
3 to 10 cards |
| Cards in hand, at three players. A table of exactly three holds a bigger hand. |
7 cards |
3 to 10 cards |
Slipping in a card
| Rule |
Starts at |
Can be |
| Cards each player slips in. How many cards everyone but the storyteller adds to the table each round. |
1 card |
fixed, for now |
| Cards each player slips in, at three players. At a table of three, everyone adds more, so there is enough to guess from. |
2 cards |
1 to 3 cards |
| When time runs out before you slip in a card. What happens to a player who has not chosen when the clock reaches zero. |
the card already chosen for you plays itself |
fixed, for now |
The clue
| Rule |
Starts at |
Can be |
| How a clue is given. Whether the storyteller types the clue or says it out loud to the room. |
typed or said out loud |
typed only · said out loud only · typed or said out loud |
| Longest clue. A clue is a few words; this is the most it can be. |
80 characters |
1 to 280 characters |
The storyteller
| Rule |
Starts at |
Can be |
| When the storyteller runs out of time. What happens if the clock reaches zero before the story is told. |
a card and clue already chosen are sent; otherwise the story passes to the next player, with no penalty |
a card and clue already chosen are sent; otherwise the story passes to the next player, with no penalty · the story passes to the next player · a card is chosen and sent with the clue “...” |
| Who tells next. How the story moves round the table. |
the next seat round the table |
fixed, for now |
| Who tells first. Who holds the story in the first round. |
someone picked at random |
someone picked at random · the host · the first to sit down |
| The storyteller sees the table early. Whether the storyteller sees everyone’s cards before guessing begins. |
off |
fixed, for now |
Guessing
| Rule |
Starts at |
Can be |
| Guessing your own card. Whether you may guess the card you slipped in yourself. |
off |
fixed, for now |
| Changing a guess. Whether a confirmed guess can still be changed until time runs out. |
on |
on or off |
| When time runs out before you guess. What happens to a player who has not confirmed a guess at zero. |
a guess is picked for you |
fixed, for now |
Clocks
| Rule |
Starts at |
Can be |
| Time to tell the story. How long the storyteller has to choose a card and give the clue. |
90 seconds |
15 to 600 seconds, or no clock |
| Time to slip in a card. How long everyone else has to choose a card for the clue. |
60 seconds |
15 to 600 seconds, or no clock |
| Time to guess. How long the table has to guess, once the clock starts. |
30 seconds |
10 to 300 seconds, or no clock |
| When the guessing clock starts. The moment the time to guess begins to run. |
when the first person confirms a guess |
when the first person confirms a guess · as soon as guessing begins |
| Longest guessing can last. However long nobody guesses, guessing ends after this. |
120 seconds |
30 to 900 seconds, or no limit |
| Hurry-up. When everyone but one has slipped in a card, the time left drops to this, if it was longer. 0 turns it off. |
15 seconds |
0 to 60 seconds |
| Pause between rounds. A breath after the scores, before the next storyteller begins. |
8 seconds |
0 to 60 seconds |
| Pace. Stretches every clock at once: 1.5× gives everyone half as long again. |
1× |
0.5× to 3× |
| Rule |
Starts at |
Can be |
| Extra cards in the reveal. Cards from the deck that nobody played, shuffled in as decoys. |
0 cards |
0 to 6 cards |
| A guess on an extra card. What a guess that lands on a card from the deck is worth. |
nothing, to anyone |
nothing, to anyone · points to the storyteller, as a bluff would · a point off the storyteller |
Points
| Rule |
Starts at |
Can be |
| Scoring. How points are counted. |
classic: the storyteller hopes some, but not all, find the card |
fixed, for now |
| Storyteller, when some find it. The storyteller’s points when some of the table, but not all, find the card. |
3 points |
0 to 10 points |
| Finding the storyteller’s card. Each player who guesses the storyteller’s card, when some but not all do. |
3 points |
0 to 10 points |
| Storyteller, when all or none find it. A clue everybody or nobody understood. |
0 points |
−3 to 2 points |
| Everyone else, when all or none find it. Every guesser, when everybody or nobody found the card. |
2 points |
0 to 5 points |
| Each guess your card draws. For every person who guessed your card instead of the storyteller’s. |
1 point |
0 to 3 points |
| Most a bluff can earn in a round. A ceiling on what one card’s guesses can be worth. |
no limit |
0 to 10 points, or no limit |
| Bonus for the only one to find it. Extra for a player who alone found the storyteller’s card. |
0 points |
0 to 3 points |
| Storyteller’s bonus when exactly one finds it. Extra for the storyteller when a single player found the card. |
0 points |
0 to 3 points |
The end of a game
| Rule |
Starts at |
Can be |
| Play to. The game ends when someone reaches this score. |
30 points |
10 to 100 points, or no target |
| Or stop after. The game ends after this many rounds. |
no limit |
1 to 99 rounds, or no limit |
| Or when everyone has told. Every seat is storyteller this many times, then the game ends. |
no limit |
1 to 5 stories each, or no limit |
| Score the whole round. When someone reaches the target, the rest of that round still counts, so a tie is possible. |
on |
on or off |
| When the deck runs out. What happens when there are no cards left to deal. |
the played cards are shuffled back in |
the game ends · the played cards are shuffled back in · every card is shuffled back in |
| A tie. Who wins when the top scores are level. |
the win is shared |
fixed, for now |
The reveal
| Rule |
Starts at |
Can be |
| Guesses before the truth. The reveal shows where the guesses landed before it shows the storyteller’s card. |
on |
fixed, for now |
| Running scores. The scores are shown after every round, not only at the end. |
on |
on or off |
| Who moves the reveal on. What carries the reveal from one card to the next. |
the clock, or sooner once everyone taps Next |
the clock, or sooner once everyone taps Next · the whole table tapping Next, up to a minute a card |
| Reveal pace. How long the table lingers on each card; the lengths below are multiplied by it. |
1.4× |
0.5× to 2× |
| Every guess is in. The reveal opens on the table with all the guesses on it, for this long. |
4 seconds |
1.5 to 15 seconds |
| Each bluff. How long each bluff is shown, before the extra for the people it fooled. |
5 seconds |
2 to 20 seconds |
| Extra per person fooled. A bluff that fooled more people stays up a little longer. |
0.7 seconds |
0 to 3 seconds |
| Most bluffs shown one by one. Past this many, the quieter bluffs share a moment. |
5 |
2 to 15 |
| The storyteller’s card. How long the storyteller’s card is shown. |
12 seconds |
5 to 30 seconds |
| The storyteller’s card, at least. Nothing moves the table on sooner, not even everyone tapping Next. |
6 seconds |
2 to 20 seconds |
| The scores. How long the round’s scores are shown. |
8 seconds |
3 to 30 seconds |
| Every other moment, at least. The shortest any moment of the reveal can be. |
2 seconds |
0.5 to 5 seconds |
| Reactions. Phones can send the room a Ha!, a Sneaky!, an Oh no or a Knew it, once a card. |
on |
on or off |
The big screen
| Rule |
Starts at |
Can be |
| Who has chosen. The big screen shows how many have chosen, never who is still thinking. |
on |
on or off |
| Naming the first guesser. Whether the big screen says who confirmed the first guess, which starts the clock. |
off |
on or off |
| Hide the code once the game starts. The code comes off the big screen after Start. |
on |
on or off |
Arriving, leaving and coming back
| Rule |
Starts at |
Can be |
| Lock the table at Start. After Start, new arrivals watch rather than join. |
on |
on or off |
| Arriving late. What someone who arrives after Start can do. |
watch, and take a seat when the next round begins |
nothing: the room turns them away · watch · watch, and take a seat when the next round begins |
| How long a seat is held. A phone that drops off keeps its seat, its hand and its score for this long. |
the whole game |
fixed, for now |
| Suggest removing someone after. After this many turns in a row played for someone by the clock, the host is asked whether to remove them. |
2 turns |
1 to 10 turns, or never |
The deck
Every game deals from every card the site has, shuffled. Every card in it today is painted for a general audience. Choosing packs is not something a table can do yet.