one knows, cannot say
In the group Information visibility.
One player can see the answer but is not allowed to say it. They can only give hints, such as pictures, and the others have to guess. In Mysterium, a ghost gives the players vision cards.
In the group Information visibility.
One player can see the answer but is not allowed to say it. They can only give hints, such as pictures, and the others have to guess. In Mysterium, a ghost gives the players vision cards.
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One player knows the answer and can only reply with hints, while others answer the hints.
One player knows the answer, nobody may speak, and hints come only as moves or pictures.
One player can change rules but cannot say what they changed, so others have to notice.
One player knows something and hints at it, and nobody wins or loses when it is guessed.
One player knows something, and others set aims based on the hints they get.
One player knows the danger and can only hint, and the one who misreads the hints loses.
One player knows the answer and sends only hints by post.
The absent player is a ghost who knows the answer and can only give picture hints.
One player knows what each sign means and can only hint at it.
One player knows the answer, and others sense it from how they move.
Players roll and move, and one player who knows where the safe path is can only hint.
Players pick from a row while one player who knows which cards matter can only hint.
Players bid on items whose value only one player knows and can only hint at.
Players push their luck while one player who knows the danger can only hint.
One player knows which areas matter and can only hint as others take them.
One player knows which actions pay off and can only hint where to place workers.
One player knows the target pattern and can only hint while others build it.
One player knows the right cards to play and can only hint by what they play.
One player can see all the hands and can only hint which cards to lead.
Players negotiate while one player knows the true value of things and can only hint.
One player knows which sets matter and can only hint as others collect.
One player knows the hidden map and can only hint where tiles go.
Players race to guess what the one player knows, and the first to guess wins.
Players score points for correctly reading the hints of the one who knows.
Players who misread the hints are out, until one remains.
The group survives by reading the hints of the one who knows, before time runs out.
The group works together to guess what the one player knows.
The one who knows also has a secret aim, and may bend their hints towards it.
One player knows how the story ends and can only hint, while others tell it.
Each player reads the same hints on their own and makes their own guess.
One player knows the answer and players attack each other to get more hints.
The one who knows changes the board as a hint, and others read the changes.
The whole group, including the one who knows, works together against time or the game.
The group reads hints together, but each player wants to be the one who guesses.
Each team has one player who knows and can only hint to their team.
The one who knows might be a traitor giving false hints.
Hints are drawn at random from a deck, so the one who knows has little control.
The one who knows draws hint cards at random but chooses which to give.
Skill in giving and reading hints decides most of the game, with a little luck.
Everything depends on how cleverly hints are given and read.
One player knows how a real system works and can only hint, as experts sometimes can.
One role holds information the others need but can only hint at it.
One player knows how much of a shared resource is left and can only hint.
The one who knows can see effects coming but can only hint at them.
One player knows the effect of a new rule and can only hint while others test it.
Afterwards, the one who knew explains their hints and others say how they read them.
Each wrong guess leaves a permanent mark, so the game remembers every misreading.
The one who knows sends one hint a day, and others guess slowly.
One character knows the truth but can only hint at it.
One player knows the target and can only hint, while others try the feat.
One player knows how the map has to look and can only hint as others draw.
One player knows what will end the game and can only hint to avoid it.
One player knows nobody can win and can only hint at it.
The game master knows the answer and can only hint through the world.
One person knows the answer and can only hint to passers-by.
One player sees the table results and can only hint at what they mean.
One player who knows but cannot speak makes a point about silenced knowledge.
One player knows something real and cannot say it in the game.
One player knows what the points truly measure and can only hint.
One player knows how the future turns out and can only hint.
The one who knows gives a hint on their turn, and the others guess in order.
The one who knows gives a hint and everyone guesses at once.
The knower hints and anyone may shout a guess at any moment.
Hints and guesses under a time limit.
Slow hints and slow guesses.
Hints and guesses speed up.
one knows, cannot say neither supports nor works against the feeling excited.
one knows, cannot say neither supports nor works against the feeling clever.
one knows, cannot say neither supports nor works against the feeling silly.
one knows, cannot say supports the feeling tense.
one knows, cannot say neither supports nor works against the feeling together.
one knows, cannot say neither supports nor works against the feeling sneaky.
one knows, cannot say neither supports nor works against the feeling lucky.
one knows, cannot say neither supports nor works against the feeling in charge.
one knows, cannot say neither supports nor works against the feeling surprised.
one knows, cannot say neither supports nor works against the feeling thoughtful.
one knows, cannot say neither supports nor works against the feeling fast.
one knows, cannot say neither supports nor works against the feeling unfair in a fun way.
one knows, cannot say neither supports nor works against the feeling careful.
one knows, cannot say neither supports nor works against the feeling daring.
one knows, cannot say neither supports nor works against the feeling friendly.
Information has to cross between partners through a hidden channel, while the other team tries to read it too. It shows how a game can be about communication itself, and how a forbidden channel (speech) pushes play into another.