ThoughtMatch house rules and variants

Once your group knows the basic game, small changes can make it feel new again. This page covers the variants you can set up with the host settings, and the house rules that only need everyone to agree.

By Ansh R. Suryavanshi, creator of ThoughtMatch

Two kinds of variant

Everything on this page falls into one of two groups, and it helps to know which is which before you start.

The core rules never change: the Dener picks a secret word of 4 to 15 letters, players post clues for words that start with the revealed prefix, a contact holds only if everyone in it wrote the same word, and the players share 3 guesses at the secret word. If you need a refresher, read how to play first.

Built-in settings

The host sees three settings in the room. Each one changes the feel of a game in a different way.

Round timer: off, 3, 5 or 8 minutes

The timer is off unless the host turns it on. With a timer, the Dener also wins the round if time runs out before the players crack the word. That changes the players' approach. With no timer, they can afford to try careful, clever clues. With a short timer, they need fast, obvious clues and they need to use their 3 shared guesses before the clock beats them.

Rounds: 3, 5, 8 or everyone once

"Everyone once" is the default, and it means each player gets a turn as Dener. It's the fairest choice, because everyone gets the same chance at the Dener's +10 for winning a round. With a big group it can run long, though. Twelve players means twelve rounds. A fixed 3, 5 or 8 rounds gives you a predictable length instead.

Next Dener: take turns, cracker goes next, or host picks

Tip: The next Dener setting can be changed between rounds, so you can start with "take turns" while people learn and switch to "cracker goes next" once everyone is comfortable.

Setting combinations worth trying

These are just starting points. Mix and match to suit your group.

House rule: themed rounds

Before the round starts, the Dener says a theme out loud, such as "animals", "the kitchen" or "things at the beach", and picks a secret word that fits it. ThoughtMatch can't check the theme, so this relies on the Dener being honest.

A theme gives the players a big head start, because they can aim clues straight at the secret word. That makes it a gentle variant for new players. To balance it, some groups also ask that clue words fit the theme. That's much harder, because every clue word still has to start with the prefix.

Example. The Dener announces "animals" and chooses PENGUIN. Everyone sees P and 7 letters. Sam posts a clue with the private word PARROT and the clue text "It can repeat what you say." Two players press Contact! and both type PARROT. The Dener can't break it in time, the contact holds, and the Dener reveals the next letter: PE. Now Priya posts the clue "Waddles in a tuxedo" for PENGUIN. When a contact on that clue holds, it lands on the secret word itself and the players win the round.

House rule: clue in rhyme

Every clue must include a word that rhymes with the clue's private word. The rhyme helps the other players, but it helps the Dener just as much, so clue givers have to decide how much to give away. The normal rule still applies: the clue text can't contain the word itself, and it has to fit in 100 characters.

Example. The prefix is BR. Leo's private word is BRUSH and his clue is "Rhymes with hush, used twice a day." Now the players and the Dener are racing for the same word. Sam and Jo press Contact! within a second and both type BRUSH. The Dener's break attempt, BREAD, misses. When the 10 seconds end, the contact holds and the Dener reveals the next letter: BRU. A vaguer rhyme, like "rhymes with hush" on its own, gives the Dener longer to think, so the best rhyming clues add one detail that friends will spot quickly.

House rule: no-emoji clues

Agree that clue text is words only, with no emoji or symbols. A single picture can be a very blunt clue, and groups who enjoy wordplay often find that clues are more fun when you have to describe things.

House rule: team scoring across a night

Within a round, all the players work together against the Dener. Across a whole evening, though, you can split into two teams and add up scores. ThoughtMatch shows a points leaderboard at the end of each game but doesn't keep totals from one game to the next, so write team totals on paper or in a group chat.

Split the teams before the first game, then after each game add up each team's points from the final leaderboard. Teams of different sizes need care. A bigger team collects more of the +3 each player gets when the players win, so use each team's average score rather than its total.

Example. Team Owls is Maya (31) and Leo (18): total 49, average 24.5. Team Foxes is Sam (27), Priya (25) and Jo (14): total 66, average 22. The Foxes have more points, but on averages the Owls win the game.

House rule: the lightning round

End the night with a short, loud game. Set the round timer to 3 minutes and the rounds to 3. The house rule is that each player must post a clue within the first 30 seconds of every round. This gets everyone involved straight away, which matters because with only 3 minutes there's no time to hold back.

With so little time, players should spend their shared guesses earlier than usual. A wrong guess costs one of the 3, but if time runs out the Dener wins anyway, so an unused guess is wasted.

House rule: handicaps for experienced Deners

A Dener who knows the game well can make life very hard for newer players, breaking clues almost as fast as they appear. A handicap keeps it fun for everyone. Choose one or two of these:

Tip: Handicaps work best when the experienced player offers them. Asking someone to hold back can feel like a complaint, while offering feels generous.

Agreeing on house rules

Because the game can't enforce house rules, settle them before the round starts, not in the middle of an argument. Say the rule out loud, ask if anyone has questions, and decide what happens if someone breaks it. Most groups simply ask the player to cancel their clue and post a new one. A player can withdraw their own clue as long as no contact is in progress.

Keep it to one or two house rules at a time. Stack too many and new players spend more time remembering rules than thinking of words. For more ideas on good clues under any rules, see writing great clues and strategy tips.

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