Local pass-and-play Local
Keyword:
Restless calm
Restless calm
Mind Sync is a party game of imagination and deduction, inspired by classic image-storytelling games. Each round one player is the storyteller and gives a short clue; everyone chooses a card from their hand. After cards are shuffled and revealed, you must work out which image was the storyteller’s—and vote for it.
In local setup you can start Guess mode: no player count, no scoring—handy for practicing clues and “mind-reading,” or a quick image-deduction round. The idea is to give a clue your target can understand, while making it harder for everyone else to nail the card.
For a full scored game, use local Normal / Quick setup or an online room.
You score by fooling others into voting for your card (decoy points) or by correctly identifying the storyteller’s card (guess points). When the deck can no longer refill hands, the game ends and the highest total wins.
Online play supports 4–6 players. Everyone holds 6 image cards. The deck is built from many unique images; hands refill according to the rules. Local play uses the same player counts and rules, with one device passed between players.
From clue to the next storyteller, the round flows in this order.
Only non-storytellers vote. Use the clue and the images to pick the card you think is the storyteller’s. If everyone is spot-on—or everyone is way off—scoring switches away from the “partially correct” branch, so clue difficulty is part of the strategy.
This matches the online server and local app logic. “Did not vote” is handled first; then we branch on how many votes landed on the storyteller’s card.
For each non-storyteller who should vote but does not, the storyteller gains 2 points (to encourage everyone to vote).
After abstentions, look at votes on the storyteller’s card:
The storyteller gains 3 points. Each player who voted for the storyteller’s card also gains 3. In addition, each vote on a non-storyteller’s card gives that card’s owner 1 bonus point (decoy points).
Both cases score the same: each non-storyteller gains 2 points; the storyteller does not earn the “partial match” bonus here. Decoy points from votes on other cards still apply as usual.
If players vote for a card played by a non-storyteller, that card’s owner usually gains 1 point per vote (decoy points), no matter whether the main branch is partial match or all-or-none—rewarding convincing images.
If there are no valid votes, only rules such as “did not vote” apply; the main all-or-partial branch is skipped.
When the deck and recycled cards cannot refill everyone to a full hand, the game ends; the highest score wins. Ties follow what the screen shows.
Online: create or join a room, use join codes, one character per login. Local: one device, same rules—set a PIN before your turn to keep hands and scores private on a shared screen.