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Social deduction / Your play guide

The Chameleon

Everyone sees a list of words, but one player cannot find which word the others are describing. Give a clue that shows you know the answer, listen for the bluff, then vote. Even a caught Chameleon can escape by guessing the secret word.

3–8 peoplePlay rounds until someone reaches five pointsOriginal physical The Chameleon word-game set: matching blue and green Code/Chameleon cards, Topic Cards, yellow six-sided die and blue eight-sided die; table, paper and pen for scores
Four adults sharing clues around a single food topic grid, with yellow and blue dice and their role cards held privately.
In this guide

The quick version

Deal one secret card each, including exactly one Chameleon. Reveal a Topic Card and roll both dice; Code Cards identify the secret word. Think together, then give one word each, dealer first and clockwise. Discuss and point to a suspect together. Most votes reveals; the dealer breaks a voting tie. A wrong accusation lets the Chameleon escape. If caught, they must guess the word to escape. Score the round and redeal.

Get ready

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Hide the roles and find the word

Use Big Potato's original English word-and-dice edition with blue and green card sets and a 4×4 Topic Card grid. This guide uses its optional points game for 3–8 players. Seat everyone around an indoor table where each person can read the Topic Card and privately look at their own card. Write each player's name with a starting score of zero.

Choose a first dealer. For three players take one blue Chameleon Card and two matching blue Code Cards; for any other count take one Chameleon plus one matching Code Card for every other player. Shuffle only those cards and deal one face down to each person. Keep unused cards out of the deal: exactly one player must receive the Chameleon. Everyone looks privately and keeps their role hidden.

The dealer reveals a Topic Card and rolls the yellow six-sided and blue eight-sided dice. Each Code Card holder uses the yellow result's column and the blue result's row on their Code Card to find a coordinate, then reads that cell on the Topic Card. Everyone holding a matching Code Card finds the same word. The Chameleon has no coordinate chart and must pretend to check. Do not announce or point at the target.

With exactly three players, a caught Chameleon gets two guesses instead of one. With seven or eight, the dealer turns the Topic Card face down after the last clue; leave it hidden through discussion and the Chameleon's guess. For four, five or six, it stays visible.

Think first, then say one word

Give everyone a short shared moment to choose a clue. The dealer speaks first, even when they are the Chameleon. Continue clockwise until everyone has said one word. Keep that pass moving without interruptions or explanations. Repeating a clue someone else already used is allowed.

Code Card holders want a connection that makes sense to someone who knows the answer but does not identify it too easily from the full grid. The Chameleon can study the category and other clues to choose a plausible word. Being first is harder, but an exposed Chameleon still has a final chance to guess.

Before the first deal, try this spoken example: imagine the secret word is bicycle. 'Balance' connects to it; 'Pedals' may give too much away. Explain that a broad clue is a reason to ask questions later, not automatic proof of a bluff. Use an unscored practice round if people want to try the whole sequence.

Discuss, vote and resolve the round

Compare the clues

After every player has spoken, discuss which clue seems least connected to the secret. Everyone, including the Chameleon, may argue a case. Explain enough to defend your choice without saying the answer or giving its coordinate. Let each person speak; a hesitant clue can come from an informed player too.

Vote together

When the group has heard the arguments, count down and have everyone point at one suspect at the same time. Count the votes. The person with the most must reveal their card. If two players share the highest count, the dealer chooses one of them to reveal; this includes a dealer who is the Chameleon. For a tie among more than two, this guide uses the same dealer choice as a house extension. Reveal one suspect, not every tied person.

Give the Chameleon their chance

If a Code Card is revealed, the Chameleon wins the round without needing to name the word. If the Chameleon Card is revealed, its holder makes one guess at the secret word, or up to two with three players. A correct guess lets them escape and win; if every allowed guess is wrong, all the other players win the round. Do not reveal the word until those guesses finish.

Record the points

An undetected Chameleon earns 2 points. A caught Chameleon who guesses correctly earns 1. In either case everyone else earns 0. If the Chameleon is caught and misses, every other player earns 2 and the Chameleon earns 0. Award all points for the round together.

Finish or redeal

Stop after a round in which anyone reaches at least 5 points. The leaflet gives no simultaneous-winner tie procedure: this guide's house rule is that the highest total wins and equal highest totals share the win. If nobody has reached 5, the previous Chameleon becomes dealer whether they won or lost. Collect the cards, switch to the other matching color set, shuffle one Chameleon with the needed Code Cards, reveal a fresh Topic Card and roll again.

Make the bluff fair and the discussion useful

Before play, check that people want a game involving bluffing and public accusations. Use familiar topic words, make the card readable to every seat, and keep the discussion at a comfortable conversational volume. Debate the clue rather than treating someone's confidence, accent or hesitation as proof. Save explanations until the clue pass is complete.

A duplicate clue is legal; do not force a replacement or invent a penalty. A clue that feels too obvious or too obscure does not itself invalidate the round. The leaflet does not provide an extensive forbidden-clue list. Agree before dealing that a clue cannot be the secret answer, a coordinate or a direct spelling hint; this is a house restriction to preserve the deduction.

If an answer or secret card is accidentally exposed, this guide suggests abandoning that round with no points and making a fresh deal and dice roll. Use the same remedy if the deal has no Chameleon, more than one, mixed-color Code Cards or inconsistent decoded answers. It is a house repair, not a printed penalty. For a final-guess dispute, accept an unmistakable pronunciation of the actual entry; a merely related word is a miss. This is a house interpretation to settle arguments.

After the outcome, reveal the target and let players explain their clues. For another session, reset scores to zero. No player is eliminated between rounds.

Already know the game?

Ideas & Twists

Choose a variation together before you start.

The Chameleon · See main rules

Official custom-card option · host preparation

Make your own topic

Use the original edition's blank reusable Topic Card and a suitable dry-wipe pen, or prepare a clearly labeled paper replacement. Fill all 16 cells of a 4×4 grid with distinct familiar entries under one category. Label columns A–D and rows 1–4 so the normal Code Cards still work. Show all entries before the deal to check that everyone understands them; replace unfamiliar or ambiguous choices now. Then deal, roll, give clues, vote and score normally. With seven or eight, hide this card after the clue pass too. Preparing the paper replacement is a house implementation of the printed custom-topic option.

The Chameleon · See main rules

Community-inspired house option

Relaxed clue turns

Keep the shared initial thinking time, dealer-first clockwise order and one-word limit, but allow each person time to think when their turn arrives. Still save explanations and debate until everyone has spoken. This reduces the pressure of a rapid clue pass, but gives later players, including the Chameleon, more information. It does not remove the difficulty of being first. The group-size adjustments, voting, final guesses, scores and five-point finish stay the same.

The Chameleon · See main rules

Official optional-scoring choice · house stopping plan

Play round by round

Leave out the score sheet and points. Before the first deal, agree how many rounds to play, such as one round per person at the table. Resolve each vote and final guess normally and announce whether the Chameleon or the rest of the table won that round. Redeal with the previous Chameleon as dealer and alternate card colors. Stop after the agreed round count; there is no overall winner or tie-break. The round count does not guarantee that everyone receives the Chameleon role once.

About this guide

Main rules use the original Big Potato word-and-dice leaflet, including the printed three-player and seven–eight-player adjustments and optional scoring. The current shop lists newer components; use the blue/green original format described in setup. Shared-win scoring ties, clue restrictions, exposed-round repairs and final-guess interpretation are explicit house agreements. Relaxed clue turns change the printed rapid clue pass. Pictures, Travel and digital editions have separate materials and rules.

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How we play

Four letters. One way to show up.

Show up.

Bring the effort or the willingness to join.

Try stuff.

Take the shot, try the Twist, join the round.

Uplift the group.

Include people and keep the room moving.

Do it fair.

Call it clean and respect the group.

STUD Sportsmanship

All challenges, rule calls, scoring decisions, and outcomes should be handled in good faith. If a challenge is phrased unclearly or leaves out a detail that later becomes relevant, resolve it according to the original intent of the group and the fair spirit of the activity, not by exploiting loopholes or technical wording. If an unforeseen circumstance, ambiguity, or disputed dynamic arises, participants should work together respectfully to reach the fairest interpretation. Where no agreement can be reached, the matter should be decided by the group, event host, or an agreed neutral third party.

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