Somewhere Between
Somewhere Between is an argument you can score. A card puts two opposites at the ends of a dial — Overrated and Underrated, Hot and Cold — and one player sees a hidden target somewhere along it that nobody else can. They say one clue, and then they have to sit there while their own team talks itself into a position. The clue-giver cannot touch the dial. That is the whole game: 108 spectrum cards, a target ten degrees wide on a hundred-and-eighty-degree arc, and four people insisting that “lukewarm bath” is obviously further left than that. Everyone plays from their own phone, so the target stays hidden without anybody having to look away.
- Players
- 4–12
- Playing time
- 20 min
- Ages
- 12 to adult
- Hidden
- The target
How it's played
A card puts two opposites at the ends of a dial. Somewhere along it there is a target, one player can see it, and they get one clue to say about it.
- 2
- Within 15° — near.
- 3
- Within 10° — close.
- 4
- Within 5° — a bullseye.
- 0
- Anything further out. Most of the arc.
Thirty degrees of a hundred and eighty score anything at all — one sixth of the dial — and the bullseye is ten of them. The target is drawn here the size the game actually uses it.
- 1
A card, and a target only one player sees
Two opposites go up at the ends of the dial — one of 108 pairs. The round's clue-giver, and only the round's clue-giver, is shown where the target is.
- 2
One clue
A word or a phrase. Not a number, not a hedge — something the rest of the team can argue about, which is the point.
- 3
The team moves the dial
Everyone else on the team talks it out and locks the dial somewhere on the arc. The clue-giver has to sit on their hands.
- 4
The other team calls left or right
Which side of that dial is the target really on? Get it right and take a point off the round — then the target is revealed and both teams score.
One player can see it. They can't touch the dial.
The target is sent to the clue-giver's phone and to nobody else's — not the shared screen, not their own team. And the game refuses their hand on the dial, so they have to watch the argument happen.
The clue-giver
The bands and the target line are on their screen, and nothing they do after saying the clue can move the dial.
Everyone else
Their own team, the other team and the shared screen all get the same thing: a bare arc, a clue, and an argument.
The clue was “airport coffee”. The dial above is where the team put it — ten degrees short, worth three. Nobody but the clue-giver knew that until the reveal, and the clue-giver could not say a word.
Two rules that hand the game back
The other team is never idle — they call which side of your dial the target is really on, and they get a point for being right. Unless you were perfect.
A bullseye cancels their point
The opposing team is guaranteed a shot at a point every round — unless your team lands inside five degrees, in which case their call is worth nothing however right it was.
A bullseye from behind buys another turn
Score four while you are losing and the dial does not pass over. Your team goes again — a different clue-giver, a new card, and the game is suddenly close.
First team to ten wins. Or drop the sides altogether: in cooperative mode there is no left-or-right call and no opponent — everyone plays seven rounds for one combined score, and the argument is the same argument.
If the room liked this
Submit clues to a shared bowl, then take turns getting teammates to guess them across 3 rounds with increasing difficulty.