Croco rules
Goal
Reach the target score before anyone else. The target is picked when the room is created: 50, 100, 150, 200 or 300 points. You score both by guessing other players’ drawings and by drawing well yourself.
A round, step by step
- The artist gets 3 words to choose from and 15 seconds to pick one. Skip the choice three times in a row and you are removed from the room.
- Then 80 seconds of drawing. Draw anything you like — but NO letters, digits or the word itself.
- Everyone else types guesses into the chat. Above the canvas there is a word mask: “_ _ _ _ _” — letter count and spaces.
- Nobody close? The artist may reveal up to 2 letter hints — each one cuts the reward for both the artist and the guessers.
- Once everyone guesses (or time runs out), the word is shown for 5 seconds and the pencil passes to the next player.
Scoring
- First correct guess — 10 points, second — 8, third — 7, fourth — 6, everyone after that — 5.
- Each revealed hint takes 1 point off the reward (never below 3).
- The artist: 5 points for the first guesser plus 1 for each following one, capped at 10. Minus 2 per hint used.
- If nobody guesses, the artist gets nothing.
When the game ends
The first player to reach the target score wins. As a safety net the match lasts at most 10 full circles of artists; if nobody hits the target by then, the score leader wins.
Tips for the artist
- Start with a big silhouette — add details only if nobody bites.
- Compound word? Draw it in parts: “rain” + “bow”.
- Read the chat: wrong guesses show how people read your drawing.
- Save hints for the last third of the timer — early hints just cheapen the round.
Tips for guessers
- Fire lots of short guesses — wrong ones cost nothing.
- Use the mask: word length and spaces kill half the options.
- A one-letter typo shows up as “almost” — fix it and take the points.