Play Undercover Word on a Remote Call
A practical setup for ages 13 and older: keep the call open, words private and groups within the room limit.
Set up the call and the game separately
Use your usual voice or video call for spoken clues and discussion; Undercover Word does not include a call. Each player opens the game in a private browser session, normally on their own device. A room supports 2 to 12 players; 4 to 10 is our recommendation for discussion. For more than 12 players, assign separate game rooms and call breakout rooms, with a host in each.
Join without sharing your word
The host creates a room and shares its code or join link in the call. Players enter a display name and check that they are in the right lobby. Do not screen-share the game tab or put private words into the call chat. Share the rules page instead if someone needs a walkthrough.
Choose a device arrangement
On a computer, keep the call and game in separate windows and switch when you need to reveal a word or vote. With two devices, use one for the call and one for the game, with call audio enabled on only one to avoid echoes. On a single phone, test switching between the call and browser before starting; call audio and background behavior vary by app and device.
Explain the controls before playing
For a first round, choose Classic, one Mole and an Easy or Family pack. Under Similar Word the Mole gets a related word without a role label; under No Word the Mole sees no word and knows their role. Give one spoken word each, mark your clue as given, then discuss and vote. Classic ends after that vote. Deep Cover can continue across elimination rounds and needs more schedule flexibility.
Cameras are optional
Use the displayed turn order to give everyone a chance to speak. Compare the meanings of clues rather than treating eye contact, facial expressions or nervousness as evidence. If someone cannot hear a clue, repeat the same clue. Agree any typed-clue accommodation beforehand and use it consistently; keep private words out of shared chat.
Recover from a dropped connection
Reopen the same room link in the same browser and profile. Avoid clearing site data or switching into a private window: the browser stores your player identity. The host can skip an absent speaker. Pause discussion while someone reconnects if needed. See the hosting guide for host takeover and late-join behavior.
Close with a short discussion
After the reveal, ask which clue had two plausible meanings and which clue gave too much away. Discuss the round, not a colleague's honesty or personality. Let people opt out or stop between rounds. A game result is not a workplace assessment.
By Brad. Reviewed September 19, 2026.
Suggested 20-minute run sheet
An adjustable schedule, not a measured completion time. Do not rush a vote to meet it.
| Minutes | Activity | Host action |
|---|---|---|
| 0 to 3 | Join | Share codes, check everyone is in the lobby. |
| 3 to 6 | Explain | Choose settings and explain one-word clues. |
| 6 to 14 | Play | Allow one Classic round; adjust to the group. |
| 14 to 18 | Discuss | Compare clue meanings after the reveal. |
| 18 to 20 | Buffer | Finish or arrange another session. |
Open game setup to create a room; this does not book an event or preselect a pack.