Just One

Everyone writes a one-word clue to the same mystery word, but matching clues are cancelled and the guesser never sees them.

A game in which the obstacle is not an opponent but your own team. Everybody except one player writes a one-word clue to the mystery word — and then the clues are compared, and everything that matches is struck out. The guesser sees only what is left.

Hence the whole calculation. The most accurate clue is usually the most obvious one, which means somebody else will write it and both will go. Too clever a clue survives and does not help. Each player writes weighing not only "what explains the word" but "what will occur to the others" — and no consulting is allowed.

You play not against one another but together against the deck: thirteen cards, and at the end you count how many you took.

Players3–7
Time20 min
ObjectiveBetween you, guess as many as possible of the thirteen mystery words.

Rules of Just One

What you need

A hundred and ten cards, and an easel, an erasable pencil and a cloth for each player.

Setup

Everyone takes an easel, a pencil and a cloth. The deck is shuffled and thirteen cards are taken from it at random — that is the game; they go face down in the middle of the table.

The first is chosen at random.

A round

A round runs in five phases.

1. Select the mystery word

The active player takes the top card without looking at it and places it on their easel so that everyone but them can read it.

They then call a number from one to five. The word under that number is the .

If the others do not know that word, they may ask for a different number.

2. Write clues

Everyone except the active player secretly writes one clue on their easel. A clue is exactly one word.

A compound word, a proper noun, a number, an onomatopoeia, an acronym and even a single special character are all valid.

Not valid:

  • the mystery word in another language;
  • a word in the same family as the mystery word;
  • a made-up word;
  • a homophone of the mystery word.

3. Compare clues

Once everyone has written, the active player closes their eyes. The rest reveal their easels to one another and compare.

All identical and all invalid clues are . Identical covers not only the same word but words of the same family, the same word in the singular and the plural, and the same word with and without a misspelling.

A cancelled clue is hidden by laying the easel down on the table.

If every last clue has been cancelled, the card goes back in the box and the round ends there.

4. Guess

The active player opens their eyes and sees the surviving clues. They have a single guess.

  • Correct. The round is won; the card is placed face up beside the deck.
  • Pass. The round is lost; the card goes back in the box.
  • Wrong. The round is lost twice over: this card and the top card of the deck both go back in the box. If the deck is empty, a card already won is removed instead.

5. End of the round

Everyone takes their easel back and erases their clue. The player to the left of the active player becomes the new active player, and a new round begins.

End of the game

The game ends once the deck of thirteen cards is empty. Count the cards won:

CardsLevel
0–3What happened?
4–6Not bad. You could do better
7–8Average. A good start
9–10Good
11Very good
12Impressive
13A perfect score

With three and four players

The rules are the same, but more clues are needed, or nothing will survive the cancelling.

Each player takes two easels — except the active player, who needs one to hold the card. In the clue phase each writes a different clue on each of their easels, two instead of one.

Sources

Glossary of terms
Cancelling
Removing a clue before it is shown: identical and invalid clues are taken away, and the guesser never sees them.
The active player
The one guessing this round. They hold the card turned away from themselves and cannot see the word.
The mystery word
One of the five words on the card — the one whose number the active player called.