RREAD THE ROOM GAME NIGHT
READ THE ROOM Deluxe

How to play

The goal

Play seven rounds. Finish with the most points to win; tied highest scores share the win. Each player secretly chooses one action per round and keeps a private Secret Mission worth +3 once. The host runs the screen but is not a player.

Every round

  1. Choose one action privately. Pick a target for TEAM UP or SWIPE, or a guess for PREDICT.
  2. Lock in before the timer ends. Players cannot change a locked choice.
  3. The host reveals after everyone is ready, or may confirm skipping missing choices after time expires.
  4. Score BANK, TEAM UP, PREDICT, and DOUBLE DOWN.
  5. Resolve SWIPES starting with the Round Captain, then clockwise.
  6. Check Secret Missions, add +3 for each newly completed mission, and record scores.

Actions and points

BANK
Gain +1. If you are the only BANK player, gain one extra point (+2 total).
TEAM UP
Name another player. If you both choose TEAM UP and name each other, you each gain +3. Otherwise, TEAM UP gives 0.
SWIPE
Name one player. Transfer 1 point from them only if they chose BANK or TEAM UP, have at least 1 point when checked, and have not already lost a point to a SWIPE this round.
PREDICT
Guess BANK, TEAM UP, SWIPE, or DOUBLE DOWN. Gain +2 if your guess ties for or has the highest count. If everyone chooses PREDICT, each predictor gains +1 instead.
DOUBLE DOWN
If you are the only player choosing it, gain +3. If two or more choose it, each loses 1, but never below 0.

Secret Missions

Check missions after all SWIPES. Each mission pays +3 once when completed. Unfinished missions do not score.

  1. SOLO BANKER: Be the only BANK player in a round.
  2. TRUST BUILDER: Complete a mutual TEAM UP.
  3. CLEAN SWIPE: Successfully transfer a point with SWIPE.
  4. SHARP EYE: Make a correct PREDICT, including a tie.
  5. LONE DOUBLER: Be the only DOUBLE DOWN player.
  6. BIG TURN: Earn 3 or more action points in one round.
  7. NARROW ESCAPE: Have at least one SWIPE target you in a round, and have all those attempts fail.
  8. STEADY SAVER: Choose BANK in 3 different rounds.
  9. TWO GOOD GUESSES: Make 2 correct predictions in different rounds.
  10. TRUSTED PARTNER: Mutual TEAM UP with the same partner twice.
  11. COMEBACK: At the start of Round 2 or later, be tied for lowest, then earn 2 or more action points that round.
  12. VERSATILE: Earn at least 1 point from 3 different actions.

The rulebook leaves NARROW ESCAPE and COMEBACK timing open to interpretation; this online edition uses the definitions above.

Round Captain and SWIPES

The first player to join is Round Captain for Round 1. The role passes one seat clockwise after each completed round. Check SWIPES in that order. A target can lose at most 1 point to SWIPES per round. A SWIPE transfers an existing point; it never creates one.

Online game notes

This edition supports up to 12 players plus the separate host. The rulebook describes 3–8 players; the online room cap is expanded to 12 as requested. The round timer starts at 60 seconds; the host can add 30 seconds. After it expires, the host may reveal and skip missing choices. An unfinished round that the host ends is not scored. Your locked choice and score stay on the server if you reconnect.