Rest
Extend the timer and calm the round before the lock.
Helping Cards
Helping cards are part of the show language of the game. They should be readable, dramatic, and easy to understand under time pressure.
Start with a loadout
New hosts do not need to study every spell. Pick a rhythm, copy the suggested four, then customise once your teams know the flow.
Pressure Control
Control the pace and deny your opponents a clean shot.
Extend the timer and calm the round before the lock.
Play before the answer lock — extends round by 30 seconds
Stop the other side from benefiting on this question.
Play after the question is shown — denies opponent helper use
Answer Shaping
Narrow the choices and bring in outside intel to sharpen your answer.
Narrow the choices for your side in MCQ rounds.
MCQ only — removes two wrong choices from your view
Submit two possible answers — either one being correct still scores.
Play before lock — works on both text and multiple-choice questions
Swing Mechanics
Multiply gains, pressure opponents, and seize their mistakes.
Double the tile value if your side gets it right.
Play before lock — only activates on a correct answer
Turn a correct answer into negative pressure for the opponent.
Play before opponent lock — forces penalty if they're correct
Take priority on the auto-award when both teams answer correctly.
Use while the other side is answering
Design Principles
Helper spells should read clearly on mobile controllers, host desks, and TV-scale audience layouts.
Faction and helper-state styling should communicate availability, lock state, and spend state before decorative flair.
Each helper should carry a clean recognizable icon family so the room learns them instantly under time pressure.