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Helping Cards

Treat helper actions like game tools, not footnotes.

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

Four spells. One clear game plan.

New hosts do not need to study every spell. Pick a rhythm, copy the suggested four, then customise once your teams know the flow.

Balanced · ClassicTwo Answers · Double Score · Block Opponent · Steal QuestionReadable, flexible, and safe for a first room.
Fast · Speed RunTwo Answers · Double Vision · Rest · Steal QuestionKeeps decisions quick without removing comeback moments.
High stakes · ConfidenceDouble Score · Pit · Block Opponent · Steal QuestionPairs with betting and creates visible risk swings.

Pressure Control

Control the pace and deny your opponents a clean shot.

Rest

Extend the timer and calm the round before the lock.

Play before the answer lock — extends round by 30 seconds

Block Opponent

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.

Two Answers

Narrow the choices for your side in MCQ rounds.

MCQ only — removes two wrong choices from your view

Double Vision

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 Score

Double the tile value if your side gets it right.

Play before lock — only activates on a correct answer

Pit

Turn a correct answer into negative pressure for the opponent.

Play before opponent lock — forces penalty if they're correct

Steal Question

Take priority on the auto-award when both teams answer correctly.

Use while the other side is answering

Design Principles

Readable on every surface

Helper spells should read clearly on mobile controllers, host desks, and TV-scale audience layouts.

State first, then flavor

Faction and helper-state styling should communicate availability, lock state, and spend state before decorative flair.

Silhouettes over emoji

Each helper should carry a clean recognizable icon family so the room learns them instantly under time pressure.

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