Complete guide
Everything you need to play well, from the first turn to the smartest strategies. If you’d rather learn by playing, your first match is a tutorial guided by Pip, and the Tutorial button on the main screen replays it any time.
1The goal
Every match has 3 places and 6 turns. In each place, whoever adds up more power with the cards played there wins it. Win 2 of the 3 places and the match is yours. If you each take one and the third is tied, total power across all places decides.
Tip: You don’t need all three. Sometimes it pays to give up a place to secure the other two.
2The cards
Every card is an English word. The number on the left is its energy cost. The one on the right is the power it brings to a place. Tap a card to hear the word and read its power.
Your deck has 12 cards. You start with 3 in hand, draw one each turn and can hold up to 7.
3Energy and turns
Your energy equals the turn number: 1 on the first, 6 on the last. Play as many cards as your energy allows. What you don’t use is lost.
Both players play in secret and everything is revealed together when you press End turn. Until then, played cards stay face down on both sides. Before that, you can undo by tapping a card you placed. In regular matches every turn has 25 seconds.
Tip: Unused energy is wasted power. Try to spend it all every turn.
4Places
Places open one per turn: the first on turn 1, the second on turn 2, the third on turn 3. Each has a rule that changes the game, like “Food +2, Animals −1” in The Kitchen or “Cost 4 or more: +3” on Big Hill. Tap a place to read its rule. Up to 4 cards per side fit in each.
5Pip’s requests
Every turn Pip asks out loud for a word or a kind of word: “Food! Yum yum!”, “Animals!”, “Moon!”. Play a card that fits and it gets +2. Answer in a row and the bonus grows: +3, +4, up to +5. Tap Pip’s bubble to hear it again.
6Cards of the same kind
Every word has a kind: food, animals, toys, sky, nature, family, body, home or talk. Cards of the same kind in the same place help each other:
- 2 of a kind: +1 each (DUO)
- 3 of a kind: +2 each (TRIO)
- 4 of a kind: +3 each (FULL TEAM)
7Combos
Some words go together: milk + cookie, monkey + banana, moon + star. In the same place both get +2 and you hear the whole phrase. There are 70 combos in World 1, and every one you find is kept in the Combo Book, in your Collection.
8Hunts
Some cards hunt others: the cat hunts the mouse, the dog hunts the cat. If the hunter is in the same place as its prey, on either side, the prey loses 3 power. Tap a card to see who it should run from.
9Card powers
Almost every card does something, and the power fits the word: the mouse steals power, the wind pushes an enemy to another place, milk draws a card. Powers act at three moments:
- On reveal: once, when the card turns over.
- Ongoing: while the card is in play.
- Each turn: at the end of every turn, like growing +1 or melting −1.
10Stars, BOOM and quitting
Every match is worth stars, your score. The stake starts at 1 star. If you feel confident, press BOOM! to double it, once per match. On the last turn it doubles again on its own.
If you’re losing, the Quit button ends the match as a loss, but you only lose the stars at stake so far.
Tip: Quitting a lost match early is strategy, not weakness.
11End of the match
At the end, the board stays on screen showing who took each place and up to three reasons for the result: where you were short on power, who hunted whom, energy left unused. Tap the cards to see where each one’s power came from. Only then do you see the win or the loss.
12Packs
Wins and ties give a pack. Losses count too: every 2 losses give a pack. Each pack brings 3 new words. Before turning the cards over, you try to guess each word by its sound. It’s just a guess, mistakes are fine.
13Decks
The New words deck is built by the game itself, mixing new words and sleepy ones. You can also build up to 10 decks of 12 cards and name each one. While building, a star marks cards that combo with what’s already in the deck, and a warning marks the ones that will be hunted.
Each deck has its own animated card back: rainbow sky, cotton candy, jungle or golden Pip.
14Sleepy cards and Pip’s quiz
The game keeps a memory of every word. When you’re close to forgetting one, its card falls asleep, eyes closed and Zzz. It comes back more often in your deck and wakes up when you use it.
Every day Pip has a quiz: he says words and you tap the right picture, no text and no translation. The first quiz of the day gives a pack.
15Shout!: say the word
Tap Pip’s microphone to turn Shout! on. Then, as you play a card, say the word in English: if the game hears it, the card gets +1 power. If it didn’t catch it, you can try again. Recognition happens on your own device: your voice is never recorded or sent. Without a microphone the game plays the same.
Tip: Say it the way Pip does: hear the card first and repeat it at the same pace.
16The boss and Snack Time
Once you have all 150 words of World 1, Babysitter Shush takes your challenge. She waits on the map beside Pip, with a ring that shows how many words are left. In the duel against her:
- Pip’s requests come only as sound, no text;
- cards show no translation;
- she plays at home: Night Sky, The Bedroom and Story Time.
Win, and the finger leaves her lips: you two chat at Snack Time, the first Survival Scene. Five lines in the kitchen (Are you hungry? What do you want?…) that you answer by speaking or by tapping the reply. The first win gives +5 stars and the World 1 diploma.
Tip: Train your ear first: against her, what counts is understanding the request by sound alone.
17Borders and the flame
An animated border can frame your face, and everyone sees it: on the ranking, in the Hall of Fame and in duels. Tap your profile, then ✨ Borders, to choose the one you wear.
- Beta Explorer: only the first 50 beta players, each with their own number.
- Cloud Guardian: the first 50 to sign in with Google.
- Good Night, Shush!: for whoever beats the World 1 boss.
Play 3 days in a row and your profile catches fire 🔥, with the number of days beside it. One day without playing puts the flame out; it comes back after another 3 days in a row.
Tip: One match a day keeps the flame burning.
18Normal and Immersive
In Normal mode, Portuguese helps beside the English. In Immersive mode everything is in English: story, tutorial, cards and menus. Choose when you first open the game, and switch any time on the main screen.
19Strategy tips
- Cards that grow every turn pay off when played early; the ones that melt, when played late.
- Read each place’s rule before playing: a food place can give +2 per card.
- Save a combo for the last turn: Mumble can’t react.
- Answering Pip’s requests in a row is worth up to +5 per turn.
- Watch the green preview: it shows how much a card would add in each place before you play it.
- A place lost by a lot can be abandoned. Put your power where the fight is close.