Speaker
Your phone privately shows the target, its forbidden words, category and difficulty. Read all of it, ready up, then put your attention back in the room and describe aloud.
Forbidden words · rotating roles · spoken play
In under 30 seconds: one Speaker describes a secret target without saying the forbidden clues. Guessers call out answers while a rotating human Referee listens for violations. A correct guess or Referee call ends the 45-second round.
The host opens Don’t Say It, selects Play Now, enters a name and shares the room link or code. Friends join from their own phones. At least three and no more than twelve can play.
The host can choose Quick, Classic or Chaos length. These mean every player becomes Speaker once, twice or three times, so a five-person room lasts 5, 10 or 15 rounds. Current settings can also filter Easy, Easy + Medium or all difficulties and select available categories. There is no solo mode or separate themed-pack launcher.
Your phone privately shows the target, its forbidden words, category and difficulty. Read all of it, ready up, then put your attention back in the room and describe aloud.
You see the same private card so you can monitor the target and every forbidden word. Ready up only after reading them; listen without helping.
You see that you are a Guesser, not the secret card. Listen in the room, call out short guesses naturally and submit the likely answer on your phone so the game can verify it.
The human Referee is intentional. Judging speech creates suspense, debate and responsibility. It is part of the party game, not a missing automated moderation feature.
The current Speaker is the next player in the room order; the following player becomes Referee.
A three-second role reveal gives way to ready controls. Only Speaker and Referee see the secret target and forbidden list before the result.
Both key roles must confirm. A three-second countdown begins only when both are ready.
The room talks face to face. The Speaker describes, Guessers shout ideas and use their phones to submit guesses; the Referee listens.
A matching submitted guess ends the round. For a violation, the Referee pauses play and selects the target or exact forbidden clue heard.
The host moves to the next rotation. At session end, the game shows the leaderboard and role awards; the host can start again.
If time expires, the round ends with no points. A Referee call pauses the timer and offers three seconds to identify the word; cancelling resumes with the remaining time. If the Speaker or Referee disconnects, play pauses briefly for reconnection or a safe replacement.
When a Guesser submits a correct target, the Speaker earns two points.
The player whose submitted guess matches the target or accepted alias also earns two points.
A confirmed target or forbidden-word violation earns the Referee one point. The Speaker and Guessers score nothing that round.
Timeouts and void rounds award nothing. Final results also highlight Best Speaker, Fastest Guesser, Sharpest Referee and Most Guesses alongside the points table.
Don’t Say It works because phones handle secrets while the game itself happens between people. The Referee watches expressions, the Speaker improvises under pressure, and a near miss can make the whole room laugh.
Before the result, only the current Speaker and Referee see the target and forbidden list. Guessers do not.
No. The human Referee listens and records a violation with the on-screen controls.
A Guesser submits the answer on their phone. Current production accepts the target, defined aliases and a limited one-edit typo match.
Every active player rotates through Speaker. The next player in order is Referee, so both roles rotate across the session.
Compare the complete collection in the party-games guide, check mixed-age caveats in the family game-night guide, or change pace with Same Brain and One Word Only.
Create a Don’t Say It room