In development
A night of party games.
One phone.
GameMaster is a collection of games for parties and get-togethers. Truth or Dare, Werewolf, King’s Cup, Charades, The Impostor and more, with 4,146 hand-written prompts behind them. Put the phone in the middle of the table and pass it round. It deals, it keeps score, it settles arguments.
Free. Works offline. Android and iOS.
Truth
What’s the most ridiculous thing you’ve ever cried about?
Real cards from the app’s decks. Deal a few and the heat climbs.
How it plays
It runs the evening.
One phone on the table, passed from hand to hand. It picks the game, deals the prompts, keeps the score and knows the rules, so nobody has to be the one explaining them.
Pass and play
One phone for the whole room. Nobody else installs anything, and nobody sits out because their battery died.
It deals, you play
Prompts, turn order, scores and tie-breaks are its problem. You just answer the card in front of you.
Four intensity tiers
Dial each game up or down. The same deck plays with your parents at Christmas and your flatmates at 2am.
Works anywhere
Every game and prompt ships inside the app. No signal, no sign-up, no ads. It works the same in a cellar.
The games
Every game in the deck.
4,146 prompts across 68 packs, every one written by hand rather than generated, which is the difference between a deck that lasts a night and one that lasts a year. Every game has four intensity tiers, so the same deck works with your parents at Christmas and with your flatmates at 2am.
- I
Truth or Dare
Confession, or consequence.
- II
Would You Rather
Two doors. Neither is safe.
- III
Never Have I Ever
The innocent are always so loud.
- IV
Most Likely To
The room will decide who you are.
- V
Red Flag
Almost perfect. Almost.
- VI
Spin the Bottle
Fate, with a flourish.
- VII
King’s Cup
Thirteen rules. One unfortunate king.
- VIII
Paranoia
A whisper. A name. A coin.
- IX
Charades
Say nothing. Say everything.
- X
Categories
Name them till you falter.
- XI
The Master’s Dice
Two dice. His verdict.
- XII
Hot Seat
One guest. Every question.
- XIII
The Spectrum
Read the room. Precisely.
- XIV
The Tall Tale
One line each. No plan survives.
- XV
The Impostor
Everyone knows. Except one.
- XVI
Two Truths and a Lie
Two are real. One is not.
- XVII
The Debate
A motion. Two fools. No mercy.
- XVIII
The Roast
Affection, sharpened.
- XIX
The Ticking Clock
Name one. Pass it on. Pray.
- XX
The Master’s Prophecy
He has seen how your night ends.
- XXI
Werewolf
The village sleeps. Something does not.
- XXII
Trivia
He has all the answers. Prove you do too.
- XXIII
The Better Half
How well do you truly know them?
- XXIV
The Gauntlet
No pauses. No mercy.
The instruments
And nine tools, for when you don’t need a whole game.
Someone has to go first, the room has to split into teams, a bet has to be settled. Each one opens in a tap and does exactly one thing.
Dice
Roll one, or a handful.
The Coin
Heads, or tails.
Pick a Card
The Master turns one.
The Verdict
Ask; the Master answers.
The Number
A number, at random.
Finger of Fate
The Master points.
Divide the Room
Two sides, or more.
Running Order
Who goes when.
The Hourglass
Time, when you need it.
House rules
Set the room’s limits once.
Every group has a different tolerance, and most party-game apps ignore that entirely. These are set before you start and hold for the whole night.
The forfeit
A drink, a dare, or whatever the table invents. Refusing costs whatever you decide it costs.
The Veto
Everyone gets one free pass per evening, with no forfeit owed. Nobody has to explain why.
The House Blend
One dial, from a quiet evening to scandalous. Every deck is mixed to match it, so the heat is yours to set.
Topics off the table
Rule out exes, family, work, body or gross and they disappear from every deck for the night.
The Master’s tricks
A thumb on the scale.
Marco has fancied Sofia since March. The bottle has no idea. A trick lets whoever’s holding the phone lean on fate a little: name a guest, or name a pair, give them a share of the outcome, and let the evening find its own way there.
Spin the Bottle: the odds
- Marco spinning 0%
- Sofia 33%
- Ana 33%
- Luca 33%
Marco is spinning, so he can’t land on himself. Shares stop at 90%. You tilt the odds, you never fix the result.
Favour a guest
One name comes up more often: who the bottle picks, who gets called on, who the dare lands with.
Favour a pair
Two names find each other, both ways, whichever of them is spinning. It sleeps until one of the pair is up.
Loaded dice
The tools take odds too, not just the games: how often the coin lands heads, how often the dice hit the total you chose, which way the oracle leans. A card can be stacked to survive the shuffle, and rigged dice spread their pips about, so a roll never looks staged.
Protection
And a way not to get caught.
A trick only works while nobody has read it, so the page sits behind four digits. There is also a second four. Type those instead and the app opens a different collection entirely: plausible, dull, innocent. You keep it stocked for the moment somebody grabs the phone and demands to see what you’ve been up to.
Your four digits
Asked for every time you open your tricks. Until they’re typed, there is nothing on the screen to find.
The decoy four
A second PIN opening a second collection, one you wrote to look boring. Hand the phone over, let them scroll, take it back.
Burn it all
One command wipes every trick, the decoy collection and both PINs. No password asked for, and no undo.
The app is straight with you about it: a party trick, not a vault. Anyone who resets the app sees everything. It’s built to survive a nosy friend, not a determined one.
Screens
A look inside.
Early access
Get it when it lands.
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