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Tied at the finish line. Each team gets one more round. Highest score wins — if it's still tied, the game ends in a draw.
Both teams answered the final call. Well played.
Bullseye and still behind — same team goes again.
Make sure your team has locked in the pointer and the opposing team has made their Left/Right call. This lifts the cover for everyone.
Two teams take turns. Each round, one player — the Psychic — sees a hidden target on the dial and gives a one-word clue. Their team guesses where on the spectrum the target is by placing the pointer. The other team guesses which side of the pointer the target is on.
Every round uses a spectrum card with two opposing concepts (e.g. Cold ↔ Hot). On the setup screen, cycle cards with ‹ and ›. Use Manage Cards in the menu to add your own.
The dial hides five scoring wedges behind a cover:
Each wedge is 10° wide. The wedges land in a random spot every spin.
| Pointer lands… | Active team | Opposing team* |
|---|---|---|
| Bullseye | +4 | +0 |
| Adjacent wedge | +3 | +1 |
| Outer wedge | +2 | +1 |
| Miss | 0 | +1 |
*with a correct Left/Right call. A bullseye is a targeted hit, so no L/R bonus applies.
If the active team lands a bullseye (+4) and, after all scoring, is still behind, they get another turn. This keeps applying every round they bullseye-and-trail — it ends only when they tie, take the lead, or win.
If both teams finish a round tied at 10 or more, sudden death begins. Each team plays one more round. Whichever team scores more in their sudden-death round wins. If both score the same, the game ends in a tie. Catch-Up does not apply during sudden death — each team gets exactly one round.
When a team hits 10 points, a winner banner appears in their team color. Dismiss it with the ✕, tap outside, or press Escape. The End Turn button becomes New Game — tap it to reset scores to 0–0 with the losing team going first.