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New-player guide · about 5 minutes

Build the board.Beat the room.Steal the round.

A live trivia game for 2–6 teams, one human Host, and the phones already in your pockets. A TV or projector is recommended—not required.

  • 2–6 teams
  • No account needed
  • Phones are controllers
  • Host makes the call

The room uses one public Big Screen, one private Host device, and phones for the teams.

The fast version

The whole game in 60 seconds

Learn this loop first. The deeper rules will make sense once everyone understands how a miss turns into an opportunity for the rest of the room.

  1. 01

    Join

    Build the room

    Scan the QR or enter the six-character code. One person claims Host; everyone else forms 2–6 teams.

  2. 02

    Lead

    Choose Captains

    The first player on a team becomes Captain. They coordinate the team’s private decisions and official answers.

  3. 03

    Choose

    Lock three categories

    Two of your topics route to rivals and one comes back to you. An optional AI house category adds a surprise.

  4. 04

    Order

    Face off

    Two teams use secret RPS. Rooms with 3–6 teams use Target Lock to choose the play order.

  5. 05

    Answer

    Climb the tiers

    The Host chooses a question. Your team discusses; the Captain or nominee locks one final response.

  6. 06

    Steal

    Punish a miss

    A miss, Pass, or timeout opens a full-value steal. Every steal actually ruled wrong costs that team 1 point.

  7. 07

    Win

    Own the scoreboard

    Highest score wins. Tied leaders answer simultaneously in Final Lock until one team remains.

Before the first question

Choose the setup that fits your room

The shared display and the Host are different jobs. Keep the Host screen private because it contains candidate questions, expected answers, and ruling tools.

Recommended

Party Mode with a TV

  1. 1Open Steal the Round on the TV, projector, or shared laptop.
  2. 2Choose Start Party Mode. That screen becomes the public Big Screen.
  3. 3Players scan the QR or enter the room code on their phones.
  4. 4One person claims Host on a separate device; everyone else creates or joins a team.

No shared screen

Host from a phone

  1. 1On the home page, choose No TV? Host from your phone.
  2. 2Claim the Host role and share the room code or join link.
  3. 3Players follow the match on their own devices while the Host runs the room.
  4. 4Keep the Host display facing the Host; private answers and question tools live there.

What you need

  • Stable internet
  • One separate device for the Host
  • At least one team device per team; individual phones are better
  • A TV or projector for Party Mode
  • Three category ideas per team

No download or account is required. Players join in a browser with a QR code, link, or six-character code.

Best first game

Quick

3 categories · 2 tiers · 30-second discussion · AI house off.

6 scheduled questions and 9 base points per team.

Full experience

Classic

4 categories · 4 tiers · 60-second discussion · AI house on.

16 scheduled questions and 40 base points per team.

Tune the room

Custom

Choose 1–4 tiers, AI house on or off, timers, Final Lock difficulty, and advanced rules.

The setup screen estimates length from your choices.

“Base points” are not a score ceiling. Full-value steals can push a team higher, while penalties can move a score below zero.

Four clear jobs

Know your role before the room starts

Successful games give every player one simple job. Steal the Round keeps private choices on phones and the public story on the Big Screen.

Runs the show

Host

Configures the room, curates questions, controls pace, compares answers, pauses play, and makes every final ruling.

Owns: Private Host screen, question selection, rulings, recovery, and corrections.

Makes team decisions

Captain

Names the team, locks categories, makes face-off choices, coordinates discussion, and submits or delegates answers.

Owns: Category locks, secret setup picks, normal answers, Final Lock, and Chaos powers.

Solves together

Teammate

Discusses every question, can become the nominated answerer, and may act for the team during steals and challenges.

Owns: The first teammate to submit locks the team’s one steal, so coordinate before tapping.

Presents the room

Big Screen

Shows the join code, rosters, questions, clocks, scores, and ceremonies without acting as a controller.

Owns: A read-only public view. Never mirror the private Host console to the room.

The category gamble

Choose topics you may have to steal back

Every Captain privately locks three distinct categories. Pick subjects your team knows, but keep them broad and factual enough to produce fair questions.

Your three locked topics

01

Pixar films

02

Women in science

03

Ocean geography

2

route to rivals

Your knowledge may become their question—and your steal chance.

1

returns to you

You will play one of the topics your team authored.

AI house on? Every team receives one different surprise category in addition to the three routed topics.

Keep it playable. “Pixar films” beats “Movies” or a subjective inside joke. The Host reviews near-duplicates.

Two teams

Secret RPS

  1. 1. Both Captains secretly choose rock, paper, or scissors.
  2. 2. Hands reveal only after both lock. A tie starts an immediate rematch.
  3. 3. The winner chooses whether to play first or second.

Three to six teams

Target Lock

  1. 1. Every Captain secretly locks a whole number from 1–100.
  2. 2. A random target reveals; teams rank by distance from it.
  3. 3. Closest chooses any open position, then the next team chooses. Exact-distance ties are randomized.

Play order changes momentum and observation—not Final Lock priority.

One question, start to finish

Discuss together. Lock once. Let the Host rule.

A team completes every active tier in its current category before control moves on. Teams do not alternate after every question.

  1. 1

    Curate

    The Host privately chooses one of four candidates or requests a fresh batch.

  2. 2

    Reveal

    The room sees the category origin, tier value, question, and shared countdown.

  3. 3

    Discuss

    The active team talks it through. The Captain may nominate one teammate for this question.

  4. 4

    Lock

    The Captain or nominee submits one final answer—or the team can Pass. Timeout also counts as no answer.

  5. 5

    Rule

    The Host compares submitted, expected, and acceptable answers side by side, then makes the call.

  6. 6

    Resolve

    Correct scores the tier value. Incorrect, Pass, or timeout opens the steal window.

Ocean Geography · team pick

Hard

2 points

Question in play

Which sea has no land boundary and is defined primarily by ocean currents?

0:36

Team locks

“The Sargasso Sea”

Host ruling

Correct · +2 points

If the generated answer is too narrow, the Host may accept a defensible alternative. AI suggestions never overrule human judgment.

Tier values

The Host may use only the opening tiers in a shorter format.

Moderate1
Hard2
Very Hard3
Extremely Hard4

How control rotates

Finish the category’s included tiers, then pass control to the next unfinished team in the chosen order.

Team A · Category 1
Team B · Category 1
Team C · Category 1
Team A · Category 2

Where matches swing

Steals reward preparation. Challenges protect trust.

These are the two rules worth explaining aloud before the first question. Both have narrow, visible stakes so the room knows exactly what can happen.

Open steal

Every eligible rival gets a shot

  • One private answer per eligible, unfinished rival team. Any teammate may lock it; the first submission is final.
  • Server receipt order determines the Host queue. Answers and order stay hidden while the window is open.
  • The first answer ruled correct earns the full current value and ends the queue.
  • Each answer actually ruled wrong costs 1 point. Unreached entries are not penalized.

Worked example · 3-point question

Team B · wrong

−1

Team C · correct

+3

Team D · unreached

0

One challenge flag

Appeal your own rejected response

A team may challenge only when its own original answer or its own steal was rejected. Bystanders and category authors do not gain standing.

Challenge succeeds

Correct the ordinary question credit, reverse conflicting credit as needed, and keep the flag. There is no bonus award.

Challenge fails

The flag is retired. The default point cost is 0; an advanced setting changes it to a flat −1.

The AI advises. The Host decides. Research and match suggestions never change the score until the Host acts.

Optional and endgame rules

Learn these after the normal loop

Chaos Mode is an advanced option. Final Lock is the fair, simultaneous tiebreaker used only when the lead is tied after every board is complete.

Optional: Chaos Mode powers

Chaos is off by default. Each team receives one use of each power, and only the Captain can activate them.

  • Raise the Stakes: play before the question reveal to double that question and any steal from it.
  • Time Boost: add 30 seconds to your own running normal-answer clock.
  • Time Squeeze: reduce a rival’s running normal-answer clock to 10 seconds while more than 10 seconds remain.

Powers are unavailable during Final Lock or while paused. A discarded or void question refunds powers spent on it.

Final Lock sudden death

Only teams tied for the highest final score enter. Every tied team sees the same fresh question and answers during one shared window.

  • Exactly one correct: that team wins.
  • Several correct: only those teams continue.
  • Nobody correct: the full tied field gets a fresh question.

Speed gives no priority. There are no steals, challenges, Chaos powers, or play-order advantage.

Host quick guide

Protect the pace—and the room’s trust

The app handles state, timers, and scorekeeping. The Host’s highest-value job is choosing clear questions and making fair, confident rulings.

Curate before reveal

Prefer one-defensible-answer questions. You can request up to three fresh no-point-cost batches when the options are weak.

Compare, then decide

Read the submitted answer beside the expected answer and accepted alternatives. Accept a defensible response even if the generated answer is narrow.

Recover consistently

Pause for loss of the authorized answer controller, wait or reassign Captaincy, then resume explicitly. Do not use recovery for ordinary indecision.

Keep the private Host link private. Anyone with it can control the match. Share the Big Screen or player link with the room instead.

Use the right repair. Regenerate before reveal, replace a flawed live question, or use correction and void tools after a ruling.

Questions players actually ask

Quick answers before you start

These are the details most likely to stop setup or start a rules debate. Share this section with the room whenever needed.

Do we need a TV or projector?
No. Party Mode is the best shared-room experience, but the Host can create and run the match from a phone while players follow on their own devices.
Can a teammate submit the answer?
The Captain may nominate one teammate to control the current normal or Final Lock answer. During an open steal, any teammate can submit—but the first submission locks the entire team’s answer.
What happens if someone disconnects?
Reopen the same room in the same browser to restore the saved role. The last confirmed state remains visible while offline, but controls stay locked until reconnection. The Host can pause and reassign Captaincy when needed.
Who can see private answers?
The Host sees what is needed to rule. Rival phones remain masked. The Big Screen shows only the answer currently being ruled and never exposes private candidate pools or setup choices.
What if the generated answer is wrong or too narrow?
The Host is final authority. They can accept a defensible alternative, replace a flawed question, correct a ruling, or void the result. An eligible team may challenge its own rejected response.
How long does a game take?
It depends on team count, tiers, timers, and steals. The setup page calculates an estimate. Use Quick with Chaos off for a first game or a 5–6 team room.
Does the fastest answer win?
Normal questions use the team’s timer. Receipt order matters only when the Host works through an open-steal queue. Final Lock is simultaneous and gives no speed advantage.
Can a score exceed the format total—or go negative?
Yes. Format totals describe base points on a team’s own schedule. Steals can add more, while ruled-wrong steals and optional penalties can move a score below zero.

Ready to steal the round?

For a first game: choose Quick, leave Chaos off, keep teams close in size, and remind everyone that the first teammate to submit locks the team’s steal.