

Everyone gets a prompt, picks two sounds from their phone, and the TV plays them back to back. One player judges each round. The first player to win 3 rounds wins the game.
Getting started
- 1
Open the TV screen
One person opens the game on a TV or a computer hooked up to one and presses HOST. The TV shows a 4-letter room code and a QR code. Tap once on the TV to turn the sound on.
- 2
Join on phones
Everyone else scans the QR code, or types the code on this site. Each player types a name (up to 12 characters) and picks an icon. Names and icons can't be shared.
- 3
Start when you have 3
You need at least 3 players, and everyone needs a name and an icon. The room holds up to 12. The TV is not a player.
How a round works
- 1
One player is the FARP Master
Each round one player sits out and judges. Everyone takes a turn before anyone judges twice.
- 2
Everyone sees a prompt
A phrase appears on the TV, like a situation or a thing that needs a sound. The FARP Master can choose it from three options if the host turned that on.
- 3
Pick two sounds
On your phone, tap two cards from your hand. The order matters: the first sound plays, then the second. Tap LOCK IN FARP when you're happy. PANIC PICK fills any empty slot at random and locks you in.
- 4
Listen on the TV
The TV plays every locked-in pair. Phones stay silent, so sound only comes out of the TV.
- 5
The FARP Master picks a winner
Their phone lists the pairs as options A, B, C and so on, without names. They can replay any option on the TV as many times as they want, then crown one. The TV announces who won.
Rules
- The first player to win 3 rounds wins the game.
- The FARP Master does not play a hand that round.
- Your hand is dealt fresh each round. The default is 6 sounds.
- If the picking timer runs out, any empty slot is filled with a random sound from your hand and you are locked in. Anything you already tapped is kept in place.
- If the FARP Master runs out of time, the winner is chosen at random.
- Timers start after the TV finishes talking: 45 seconds to pick, 30 seconds to judge, 20 seconds to choose a prompt.
- A player who drops out is skipped, so the round doesn't wait for them.
- Someone who joins after the game has started gets cards from the next round on.
Host settings
- Hand size
- 6 to 10 sounds per player. Lobby only.
- Prompt mode
- Random, or the FARP Master chooses from three. Choosing from three allows one reroll per game. Lobby only.
- Skip tutorial
- Skips the how-to screen that plays before round one. Lobby only.
- Combo gap
- The pause between a pair's two sounds, from 0 to 2 seconds. This one can change at any time.
- Sound mix
- Volume for effects, narrator and music, set on the TV. Press the gear on the TV screen.
Stuck? See Help.