Rules
Everything the game server checks for you. Nobody needs to memorize it: Pitacor tells you when a clue isn't allowed and does the math on its own.
Players and board
- 3 to 10 players, each on their own device.
- The board has 480 cells: 30 columns (1 to 30) and 16 rows (A to P). Each column is a hue and each row a lightness level. Every cell has a coordinate, such as H12.
- Each round, one player gives the clues and everyone else guesses. The turn goes around everyone in lobby order, starting with a random player.
The round
- The game draws four colors spread across the board (never repeating a target from the same match). The clue giver picks one of them: that's the target color, and only they can see it.
- First clue: one word.
- First guess: each guesser places a marker on a cell.
- Second clue or pass: the clue giver may write a second clue of one or two words, or pass.
- Second guess (only if there was a second clue): each guesser places a second marker. The better of the two counts.
- Reveal of the target color and scoring.
Markers
- One cell, one marker. An occupied cell can't take another marker, not even your own second one.
- In the lobby, the host chooses whether guesses are simultaneous (everyone at once) or in turns (one at a time; the order flips on the second pass), and whether they're visible (everyone sees markers as they land) or hidden (shown only at the reveal). The default is simultaneous and visible.
What counts as a clue
- The first clue is one word; the second, one or two. A word has letters only (accents are fine), at least two letters and at most one hyphen.
- Not allowed: basic color names in English, Portuguese or Spanish, including variations like “reddish”; numbers; board coordinates (like “K25”); and a clue already used in the match.
- The host can also ban light/dark, directions (up, left…) and player nicknames. They're banned by default.
- In public rooms, profanity is always filtered.
- While giving clues, the clue giver can't chat until the reveal: no sneaking extra hints through the conversation.
Scoring
Points depend on the distance between each guesser's best marker and the target color. Diagonals count as neighbours.
| Who | Points per round |
|---|---|
| Guesser | 3 on the exact cell, 2 on one of its 8 neighbours, 1 on the next ring out (the 5×5 square). Near the edge, the zones are cut off by the board. |
| Clue giver | 1 point per guesser who hit the cell or a neighbour. In a room with exactly 3 players, it's 2 points per guesser. |
| Passing bonus | If the clue giver chose to pass the second clue, their points for the round are multiplied (×2 by default). Letting the timer run out or dropping from the room counts as passing, but without the bonus. |
The host can change these values in the lobby's advanced tab, or restore the defaults with one tap.
End of the match
The goal is 25 points by default, and the host can change it. There are three ways to finish:
- Right away (default): the round's points are added in order (guessers in guessing order, clue giver last) and the first to cross the goal wins on the spot.
- End of round: the match ends after the round in which someone passed the goal; the highest score wins.
- Close the cycle: play goes on until everyone has given clues the same number of times; the highest score wins.
A tie is a shared victory. The podium shows up at the end, and a rematch returns to the lobby with the same settings.
Timers
- There are two clocks: clues (90 s by default) and guesses (45 s by default). You can also play with no limit. If everyone confirms early, the round moves on right away.
- When time runs out, the host chooses whether the game forces the move (a clue giver without a clue loses the turn; a selected but unconfirmed guess is confirmed if the cell is free) or just warns.
- If the clue giver drops, the clock waits about a minute. Without the first clue, the turn moves on; with it, the round continues without a second clue.
Joining mid-match
You can join while a match is running: you play from the next round, start with 0 points and go to the end of the clue-giver line. If you drop and come back on the same browser, you get your seat and points back.
Ultra Hard
A smaller board of 15 × 8 cells where no color is shown: each cell displays only its hex code (like #3FA7FF). The clue giver only sees the codes too. The real colors appear at the reveal. Same rules, same points.