The Contact word game, played online

If you've played Contact out loud with friends, you already know how ThoughtMatch feels. This page explains how the spoken game works, what ThoughtMatch keeps, what it changes for playing online, and why.

By Ansh R. Suryavanshi, creator of ThoughtMatch

How the spoken game works

Contact is a party word game played out loud, with no board, cards or pencils. Groups play it in slightly different ways, but the core usually looks like this.

  1. One person thinks of a word and keeps it to themselves. They tell everyone its first letter.
  2. The other players think of words that start with that letter. One of them gives a spoken clue to their own word, aimed at the rest of the group.
  3. If another player thinks they know the word behind the clue, they call "Contact!".
  4. The two of them count down together and say their word at the same time. Meanwhile the person holding the secret word tries to say the clue's word first, which blocks the contact.
  5. If the pair said the same word and weren't blocked, the word holder has to give away the next letter of their secret word. Now every clue has to start with both letters.
  6. The round ends when the group uncovers the secret word.

It needs nothing but a few people, and it leaves a lot to the honesty and quick ears of the players.

Example. The word holder is thinking of PLANET and says "P". One player asks "Is it what a pirate keeps his treasure map on?" Another calls "Contact!" and the two of them count down and say "paper". The word holder didn't get there first, so they reveal L. The table now hunts for words starting with PL.

What ThoughtMatch keeps

ThoughtMatch is an online take on Contact, and the heart of it hasn't moved. One player, called the Dener in ThoughtMatch, hides a word and reveals its first letter. Everyone else gives clues to words that start with the revealed letters, the prefix. When two people prove they're thinking of the same word before the Dener can name it, the Dener gives up the next letter.

What makes Contact special is that the team wins by thinking alike, and the clues that work best are the ones only your friends would get. Everything it changes is about making the game fair and clear when people aren't sitting in the same room.

Private typed words instead of saying them aloud

In ThoughtMatch, the word behind your clue is typed privately when you post the clue. Only you see it. When someone presses Contact!, they type their own guess privately too. The game compares the words itself.

Why: on a call, saying a word "at the same time" is nearly impossible. Lag means one person always hears the other first. Typing removes that problem, and it ends the "I was going to say that" debate, because the word was locked in before anyone could hear it. Matching ignores capital letters, and singular and plural count as the same word, so "apple" matches "apples".

The words are still dictionary words, plus common places, days, months, festivals and languages. People's names are left out, so a contact can't come down to a name only two friends know. The clue text itself can mention anything, as long as it doesn't contain the word.

Typing also changes what happens when a contact goes wrong. If anyone who joined wrote a different word, the contact fails, and everyone, the Dener included, sees what was written. Those words are used up for the rest of the round.

A fair ten-second window, one contact at a time

A spoken countdown depends on who's counting and how fast. ThoughtMatch gives every contact the same ten-second window, with a countdown everyone can see. Other players can join the contact while it runs, and when it ends, the contact only holds if every contacter wrote the clue giver's word.

Only one contact runs at a time. While it does, other clues have to wait. Online, a table can fill with clues quickly, and without this rule the Dener would face several countdowns at once. One window at a time gives them a fair chance to focus.

When a contact holds, the Dener reveals the next letter and every other open clue is cleared, with its word kept secret. Everyone starts fresh with the longer prefix. A word that has been revealed can't be used again that round.

The Dener's guess box

In the spoken game, the word holder blocks a contact by shouting the word in time. In ThoughtMatch, the Dener has a guess box. Every word they type is checked against every open clue at once, at any moment, including during a contact's ten seconds. A match breaks the clue: its word is shown to everyone and no letter is given away.

Wrong guesses cost nothing, so the Dener can type as fast as they like. They can also tap the mic once and just keep saying words, each checked against every clue until the mic is tapped off. Each break scores the Dener +2.

Why: shouting works in a room, but on a call it's hard to tell who spoke first. The guess box turns that race into something the game can judge exactly.

Example. The prefix is PL. A player posts "green, lives in a pot" for PLANT. The Dener types PLANT before anyone presses Contact!. The clue is broken, PLANT is shown to everyone, and no letter is revealed.

Shared guesses and a vote

The team shares three guesses at the secret word each round. Any player can suggest one, but it only goes ahead if every other player agrees within 20 seconds. One Disagree, or running out of time, drops it without using a guess. A right guess wins the round. Three wrong ones hand the round to the Dener.

Why: guesses give the Dener a real way to win, and limiting them makes each one matter. Sharing them, with a vote, means one eager player can't burn the team's chances alone.

Settling inside references

The best Contact clues lean on things your group shares. But a clue like "what we ate after the wedding" might only make sense to two people, and that can feel unfair to the Dener. In a spoken game, that's settled by arguing.

In ThoughtMatch, the Dener can flag a clue once as an inside reference. The clue freezes, and the players with no stake in it, meaning not the clue giver and not anyone already in its contact, vote within 20 seconds. If most say it's an inside reference, the clue is voided. A tie keeps it in play. The guide to writing great clues covers how to use shared references without crossing that line.

Scoring

ThoughtMatch adds points so a game of several rounds has a winner, and so every role has something to play for.

EventPoints
The Dener breaks a clueDener +2
The Dener wins the roundDener +10
A contact holdsClue giver +3, each contacter +2
Your contact or guess finishes the round+5
The players win the roundEvery player except the Dener +3

The players win a round if the whole word is revealed, if a contact holds on the secret word itself, or if a guess is right. The Dener wins if the three guesses run out, if the optional round timer of 3, 5 or 8 minutes expires, or if most players vote to give up. Players take turns as Dener, and the host can set a game to 3, 5 or 8 rounds, or "everyone is Dener once".

Playing online and in Discord

ThoughtMatch runs in the browser on phones and computers, for 3 to 12 players. There are no accounts and nothing to install: one person hosts, then shares a six-character room code or an invite link. The game has no voice chat of its own, so most groups talk on a call alongside it. Mic buttons let you speak your words instead of typing them.

It also runs as a Discord Activity. Start it from a voice channel's Activities (rocket) button, and everyone in that Activity sits at the same table with their Discord pictures, with no room code needed.

Side by side

Part of the gameSpoken ContactThoughtMatch
Clue wordsKept in your head, said aloud at contactTyped privately when you post the clue
Making contactCall "Contact!" and count down togetherPress Contact!, type the word, ten-second window
Contacts at onceWhatever the table can handleOne at a time
Blocking a contactWord holder says the word firstDener's guess box, checked against every clue
A contact that failsUp to the groupWords shown to everyone and used up for the round
Guessing the secret wordUp to the groupThree shared guesses, each agreed by vote
Disputed cluesArgued outInside-reference flag and a 20-second vote
ScoringUp to the groupPoints for breaks, contacts, finishing and winning
Where you playTogether in one placeBrowser or Discord, from anywhere

New to the online version? Follow a full round in your first game, step by step, or read the complete rules on the how to play page.

Know Contact already? You're ready to play.

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