Free · six questions a day

Clueffy Game

Six open questions, and the odd answer wins

Six open questions, 25 seconds each, and a score that pays for the answer nobody else thought of. After every prompt a tractor beam lifts your loot, sized to the rarity of what you typed.

  • 01Six open questions with 25 seconds on each
  • 02Answers pay between 10 and 500 points by rarity
  • 03A tractor beam lifts loot the size of your score
  • 04Eight souvenirs, with one that stays hidden
01

The answer you do not say first

An open question has no single correct reply, which is why the same obvious one forms in everyone's head at the same moment.

Clueffy treats that shared instinct as the obstacle. Any sensible answer is accepted, and the score turns on how few people typed the same thing.

Clueffy game@clueffy

How your answer share becomes points

One number decides what an answer is worth: the share of today's players who gave the same one. More than a third of the room puts you at the bottom of the scale. Fewer than one in two hundred reaches the full 500. Four tiers sit between those ends, so a word that scored well in the morning can be worth little by evening.

A points ladder climbing from a pebble to a tractor as the crowd share shrinks
Clueffy game@clueffy

Why the second thought pays better

The moment a prompt appears, most players reach for the same reply, because it takes no effort to find. The game accepts it and pays almost nothing. Value hides in the second and third ideas, which still answer the prompt but did not surface for everyone. Judging what is ordinary enough to count and odd enough to stay rare is the skill.

A row of identical speech bubbles with one different reply set apart from the rest
Clueffy game@clueffy

The beam turns rarity into weight

A number is easy to shrug off, so the game gives it a shape. After each answer a beam drops from the saucer and hoists something off the ground. A common reply lifts a rubber duck; a rare one takes a bicycle or a whole tractor. The object tells you how the round went before the total appears.

A saucer beam hoisting a bicycle above a moonlit farm
Clueffy game@clueffy

Eight souvenirs mark the distance flown

The saucer travels east as the score climbs, and where it stops decides what the cadet carries home. A low total ends at a moonlit farm with a lonely sock; better runs reach a gnome, a shopping cart, an ice cream van, a lighthouse and a Ferris wheel. The giant donut waits at 2,600, and a secret souvenir needs 2,400 plus a rare bonus answer.

A souvenir route running from a farm hut to a Ferris wheel with a donut at the end
Clueffy game@clueffy

One fixed mission beside unlimited rounds

The daily mission is one run of the same six prompts for everybody, which is the only reason a rare answer means the same to two people. That shared set keeps totals comparable. Fresh questions are dealt on demand, and the archive holds earlier missions, so the game does not end when today's does.

One dated mission card beside a loose stack of untimed practice rounds
02

What a mission puts in front of you

Six prompts, a clock, and a scoring rule you cannot look up.

01

Twenty-five seconds, starting late

The countdown waits three seconds after the prompt appears, so there is time to read it before the clock moves. A prompt that times out is lost; the run continues.

02

Free text instead of a list

Answers are typed in English and sent with Enter or the beam button. A near-miss spelling is questioned before it leaves, so a typo does not waste the round.

03

Six tiers set by the crowd

Each accepted answer lands in a tier between 10 and 500 points, chosen by the share of players who matched it. Nothing about the answer itself changes the tier, only how many people gave it.

04

Souvenirs tied to the total

The score out of 3,000 maps to one of eight keepsakes. A hidden ninth needs a strong total and a bonus prompt answered rarely, which is the part most players never see.

05

Earlier missions stay open

The archive keeps past daily runs playable, so a missed day is not a lost day. Unlimited rounds deal new prompts without touching the score already banked for today.

03

How a mission goes

Three actions and a total, about two minutes in all.

  1. Open today's mission

    The cadet's saucer settles over a farm at night and the first prompt appears. Read it during the three-second pause before the clock starts.

  2. Send one answer per prompt

    Type the reply you believe is both valid and uncommon, then beam it. Skip passes a prompt; a rejected answer costs nothing but the time spent typing.

  3. Read the loot, then the total

    The object under the beam tells you how rare that answer was. After the sixth prompt the total out of 3,000 decides which souvenir flies home.

04

How players approach a run

Three habits from people who open the mission most days.

I say my first answer out loud, then delete it and type the second. Skipping the obvious reply is the entire game for me.
RORuth OkaforPlays before work
We pass one phone around the table and read each prompt aloud. Half the fun is hearing which safe answer everyone nearly typed.
DMDario MetzHosts a Friday round for friends
I stopped chasing 3,000 and started aiming for the bonus prompt. Clearing 2,400 is the easy half; keeping the answer rare is the rest.
WLWen LiHunting the hidden souvenir
05

Questions before the first mission

The rule, the scoring, and the parts that surprise new players.

Today's six questions are up

One reply per prompt, nothing lost for a miss, and a total that depends on how oddly you think.

Start the daily mission