How to Play
Choose a game mode below. We recommend casual gameplay.
Casual Gameplay: This mode is for casual game nights and when the game isn’t supposed to be the center of attention. Honestly, we think this is the best way to play.
Competitive Gameplay: This mode is for the intense players—the ones who can’t resist turning everything into a competition.
Mystery Dare takes about 5 minutes to learn - so don't worry, you won't be stuck reading forever!

Casual Game Rules
Recommended for casual game nights and when the game isn’t supposed to be the center of attention. Honestly, we think this is the best way to play.

How to Play
#1 Rule: The Rules Aren't That Important
The whole point of this game is to get people off their phones, paying attention to each other, and creating some hilarious, unexpected moments. No points, no winners, no stress. Just be present. At the end, you’ll hand out Mystery Awards like Best Guesser, Captain Obvious, Crowd Pleaser, and whatever else feels right.

How to Play
Step 1 - Pick a Card
Every player gets one card. Keep it secret. If you hate it, swap it. Or just accept your fate and roll with it.

How to Play
Step 2 - Secretly Perform the Dare
Your goal? Discreetly perform your dare without making it obvious to everyone else. Act natural. Be sneaky. Don’t get caught.

How to Play
Step 3 - Guess What Everyone is Doing
Everyone else? Guess what the heck everyone else is doing. Each player gets 3 wrong guesses before they’re out of guesses (but they can still keep doing their own dare). Also don’t be that person that just keeps shouting out guesses… only guess when you think you actually know it.

How to Play
Step 4 - Admit When You've Been Caught
Close enough counts. If someone’s guess is in the ballpark, hand over your card. It’s up to you if they’re right or not—just be fair.

How to Play
Step 5 - Give Out "Awards" When the Game Ends
At the end, hand out Mystery Awards however you want. You don’t have to use all of them—just call out the MVPs, the try-hards, and the absolute disasters. It's a fun way to recap the game and realize why someone kept doing that odd thing.

Ending the game
When Does It End?
Whenever. Set a timer, play for the length of dinner, stop when all the dares are guessed, or just call it when the energy shifts. Average playtime is 30-60 minutes.
The only real rule? Have fun, pay attention to each other, and embrace the awkwardness. Like when you accuse someone of doing a dare to be extra loud… and then realize that’s just their personality. Whoops.
Competitive Game Rules
This mode is for the intense players—the ones who can’t resist turning everything into a competition.
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Choose a Host
Identify the host, set the tone, review the rules, and choose a duration
Choose one player to be the host (they can still play). The host’s main responsibilities are:
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Set the tone: The game is about connection, memories, and good times. The fun comes from solving the mystery - are friends' acting strange because of a dare, or just being quirky?
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Review the rules with everyone.
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Set the game duration and track time (game can be whatever length you want; we recommend 45-60 minutes).
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Announce the start of the game and give a verbal warning when time is almost up.
- End the game and facilitate the voting process for the awards.
Draw a Dare Card
Keep your dare hidden from others.
Each player secretly picks one Dare Card. If the dare doesn’t suit you, you can swap it out for another one, but only once.
Perform Your Dare
Blend it into the fun without being caught.
Once everyone has their dare, the host announces the start of the game. Players are expected to perform their dares continuously, weaving them naturally into the flow of the gathering. There’s no set number of times you need to perform your dare, but you must do it at least once in the first 10 minutes. Be mindful—if you don’t perform your dare enough, you risk being penalized.
The key is to keep it subtle. Blend your dare into the background, making it hard for others to catch you, while still keeping up the fun! For example, if your dare is to give high-fives, you might casually start offering them to friends throughout the evening, or if you’re supposed to speak in rhymes, do so during conversations without drawing too much attention to it.
Guess Your Friends' Dares
After the first 10 minutes you can guess everyone's dares... if you guess wrong 3 times you are out of guesses.
After the first 10 minutes, players can start making guesses about others' dares. Whenever you think you’ve figured out someone's dare, raise your hand and make your guess by saying the person's name and describing the dare. For example, "I think Alex’s dare is to give high-fives."
Performance of dares are paused while a guess is being made.
Players do not need to name the exact phrase to get the guess correct. If you are the player whose Dare Card was guessed, use your discretion to respond in one of these ways:
- Correct Guess: Give the player who guessed correctly your Dare Card. They earn 1 point. Stop performing your dare but you can still make guesses.
- Incorrect Guess: Give the player who guessed incorrectly a strike. After three strikes, they can’t make any more guesses for the rest of the game. Keep track of your own strikes. Be honest, or you might find yourself flying solo in future games.
- Close Guess: You can acknowledge a close guess without ending your dare. The guesser does not get penalized. The game continues, and the dare stays in play.
Earn Points
1 point for each correct guess and a bonus point if nobody guesses your dare.
The player with the most points at the end of the game wins. The number of cards you hold at the end of the game equals your total points.
- +1 Point: For keeping your own card. If no one guesses your dare by the end of the game.
- +1 Point: For taking someone else's card. For every correct guess you made during the game.
Penalties are optional. If the group prefers to keep it light and fun, you can skip the penalties altogether. Penalties are voted on at the end of the game. Here’s how they work:
- The Sandbagger Penalty: Players who barely performed their dare may lose 2 points if the majority votes in favor of this penalty.
- The Pretender Penalty: If a player didn’t perform their dare at all, they risk losing all points. This penalty is also applied only if a majority of the group votes for it.
Win Awards
Group gives out Mystery Awards for best performer, worst guesser, and more.
At the end of the game, players vote on fun awards—check out the cards with the orange header! These don’t affect the final score, but they add to the fun! We recommend the following guidelines, but feel free to adapt them as you wish:
- Give out at least one award from each category: Best in Show, Plot Twists, & Flops
- Hand out no more than half as many awards as there are players. So, if you’ve got 10 players, stick to 5 awards or fewer.
