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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.

Party game · two teams
Players
4–12
Playing time
20 min
Ages
12 to adult
Hidden
The target
Read the rules
Rulebook

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.

OverratedUnderrated4
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. 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. 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. 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. 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.

The split

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.

Sees the target

The clue-giver

OverratedUnderrated

The bands and the target line are on their screen, and nothing they do after saying the clue can move the dial.

Sees an empty arc

Everyone else

OverratedUnderrated

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.

The turn

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.

Reversal one

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.

Guessing teamLocked within 10° — three points+3
Other teamCalled the correct side+1
Guessing teamLocked within 5° instead+4
Other teamSame correct call, now worth nothing0
Reversal two

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.

BeforeTrailing 5 to 85
The roundBullseye+4
AfterAhead 9 to 8 — and up again9
To winFirst team to ten10

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.

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One clue.
Ten degrees.
No box.

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