Good to know
Who Link Up works best for
Teams that like word association and discussion. Four active players lets each team have a Guide and Guesser; larger teams add more debate around every clue.
How to play
Two teams race across the same word board. Guides know which words belong to their team; Guessers have to connect them from one careful clue.

Good to know
Teams that like word association and discussion. Four active players lets each team have a Guide and Guesser; larger teams add more debate around every clue.
Host checklist
Example
A Guide who needs the words “snow” and “glacier” might give the clue “ice, two”. Their Guessers discuss which two cards fit. Revealing a neutral or opposing word changes the turn, while a wildcard can alter ownership or end the board according to the rule shown by the game.
Game flow
Assign players and choose one Guide for each team.
The Host or first Guide rotates and locks the hidden key before clues begin.
The active Guide says one clue and a number for how many words it links.
Guessers discuss the clue, reveal cards, and may end their turn early.
Clear every word currently assigned to your team to win the round.
The roles
Assigns teams and roles, then starts the board.
Privately checks the key, gives the clue and guess count, and makes any wildcard choices assigned to them.
Discuss clues, reveal cards, and may end the turn.
Link Up wildcards
One is hidden on each board. Some resolve instantly; for the others, the game tells the right Guide what to do.
The current team loses the round immediately.
It becomes the current team’s word. Their Guide makes one unrevealed team word neutral. If none remain, they win with a Victory Lap.
Your Guide secretly exchanges one unrevealed word with one from the other team.
The other Guide steals one of your unrevealed words and gives one of theirs back. The turn then ends.
Every unrevealed team and neutral word is secretly reassigned automatically. The remaining counts stay the same.
Drinking version
The same board rules apply. Blackout, 50/50, Swap, and Steal add drink results; Randomize has no extra drinking penalty.
For players of legal drinking age. Non-alcoholic drinks work too.Common questions
Each of the two teams needs someone to see the hidden key and someone else to make guesses without seeing it.
For the ad-supported allowance, one unit is one complete board. The 2 complete boards are the initial board plus one Play Again board.
Yes. Guessers can end their turn when another reveal feels too risky, then the other team receives the next clue.
Keep playing
Ready to play?
The game will take it from there.