How to Play ClueJam

Play ClueJam with friends. Give one-word clues, guess your team's words, and avoid the assassin. Free in your browser, with 36 languages.

Two teams race to find their words on the board. Your Spymaster knows which ones are yours and gives clues to help you find them.

How to Play ClueJam

Two teams race to find their words on the board. Your Spymaster knows which ones are yours and gives clues to help you find them.

Setup & Teams

Split into red and blue teams.

Pick one Spymaster per team. Everyone else is an Agent who guesses.

Board Sizes

5×5 Classic: 25 cards, with 9 vs 8 team words, 7 neutral words, and 1 assassin.

Each word belongs to red, blue, neutral, or the assassin. There's one assassin on every board.

Giving Clues

On your turn, enter a one-word clue and a number.

The number tells your team how many words the clue connects.

Guessing

Find a word in your team's color and you can keep guessing.

Pick a gray neutral card and your turn ends.

Pick the other team's card and your turn ends. That word counts toward their score.

Pick the assassin and your team loses immediately. Spymasters can spot it by the ☠️ on the key.

Winning & Losing

Find all your team's words first to win.

Setup & Teams

  • Split into red and blue teams.
  • Pick one Spymaster per team. Everyone else is an Agent who guesses.
  • Choose a 4×4, 5×5, or 6×6 board. The default is 5×5.
  • Each word belongs to red, blue, neutral, or the assassin. There's one assassin on every board.
  • The starting team has one extra word to find.

Board Sizes

  • 4×4 Quick: 16 cards, with 6 vs 5 team words, 4 neutral words, and 1 assassin.
  • 5×5 Classic: 25 cards, with 9 vs 8 team words, 7 neutral words, and 1 assassin.
  • 6×6 Hard: 36 cards, with 12 vs 11 team words, 12 neutral words, and 1 assassin.

Giving Clues

  • Spymasters can turn on Spymaster View to see each card's color.
  • On your turn, enter a one-word clue and a number.
  • The number tells your team how many words the clue connects.
  • For example, "WATER 3" points to three words related to water.
  • Don't use a word from the board or give extra hints through gestures or comments.
  • To fix your clue, click the ✕ next to it and enter a new one.

Guessing

  • Talk over the clue with your team. Click a card when you're ready to guess.
  • Find a word in your team's color and you can keep guessing.
  • For standard play, take up to the clue number plus one guesses. The extra guess can answer an earlier clue.
  • Pick a gray neutral card and your turn ends.
  • Pick the other team's card and your turn ends. That word counts toward their score.
  • Choose "End Turn" when you want to stop guessing.

The Assassin ☠️

  • Pick the assassin and your team loses immediately. Spymasters can spot it by the ☠️ on the key.
  • Before giving a clue, check whether it could also point to the assassin.

Winning & Losing

  • Find all your team's words first to win.
  • You also win if the other team picks the assassin.
  • The score shows each team's remaining words.

Timer & Options

  • Choose no timer, one minute, or two minutes per turn. When time runs out, the turn ends.
  • Choose from 36 languages, each with its own word list.
  • Sounds mark card flips, guesses, and the end of a game.

Word Packs

  • Pick from Mixed, Movies & TV, Food & Drink, Technology, Sports, Science, Geography, or Music.
  • Choose a theme your group knows, or use Mixed for general vocabulary.
  • Themed packs are English-only. Other languages use their own Mixed list.

Tips & Strategy

  • Look for a clue that connects two or three of your words.
  • Not sure about the next word? End your turn rather than risk a bad guess.
  • Use the extra guess for a word you missed on an earlier turn.
  • Listen to the other team's clues. They can help you rule out words.
  • On a 6×6 board, clues that cover several words can help you catch up.

Choosing Better Clues

  • Check your clue against every unrevealed word, not just the ones you want your team to pick.
  • A zero clue, such as "OCEAN 0", tells your team to avoid words related to ocean.
  • Before clicking, explain your guess to your teammates. They may spot a connection you missed.
  • If the other team says "ANIMAL 2", think twice about picking DOG or CAT.
  • Choose a clear connection over a bigger number. A clue for two words can be better than a stretch for four.