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Watch Party games

Make live predictions, play a halftime round, or add a hosted challenge while watching the game together.

Filter and open a host kit

All Watch Party games (52)

Watch Party Twists (30)

Optional one-rule scoring twists for a game your group already plays.

Bad Take Jar

Make a confident prediction that fails within the next drive, inning, or segment and add 1 penalty point against you.

  • Make a confident prediction that fails within the next drive, inning, or segment and add 1 penalty point against you.
  • Earned challenge points count for you. Penalty points against you count against you. Final challenge score closes only in the way your group agreed before play.
  • Score Bad Take Jar as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Bad Take Jar; stop at the agreed finish condition.
First Score Pick

Everyone picks the first scorer or scoring type. Correct picks each earn 1 challenge point.

  • Before kickoff, everyone writes the first scorer, first scoring team, or first score type.
  • Lock the picks in the group chat, a shared note, or a paper tally.
  • When the first score happens, check every locked pick.
  • Correct picks earn 1 challenge point; most challenge points after the match wins.
Replay Reversal

Call whether a replay stands or overturns. Wrong calls add 1 penalty point against the caller.

  • Use this as a live mini-round whenever a replay review, offside check, or close decision appears.
  • Before the announcer confirms it, each person calls stand, overturn, or no change.
  • Correct calls earn 1 challenge point; confident wrong calls add 1 penalty point.
  • Track challenge and penalty points in Simple Score in Tools or a quick phone tally.
Announcer Jinx

If an announcer praises a player and that player immediately makes a mistake, first caller earns 1 challenge point.

  • If an announcer praises a player and that player immediately makes a mistake, first caller earns 1 challenge point.
  • Earned challenge points count for you. Penalty points against you count against you. Final challenge score closes only in the way your group agreed before play.
  • Score Announcer Jinx as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Announcer Jinx; stop at the agreed finish condition.
Challenge Flag Pick

Before a challenge is decided, pick win or lose. Correct side earns 1 challenge point.

  • Before a challenge is decided, pick win or lose. Correct side earns 1 challenge point.
  • Earned challenge points count for you. Penalty points against you count against you. Final challenge score closes only in the way your group agreed before play.
  • Score Challenge Flag Pick as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Challenge Flag Pick; stop at the agreed finish condition.
Halftime Reset

Everyone chooses one second-half stat. Closest prediction earns 1 challenge point at the end.

  • Everyone chooses one second-half stat. Closest prediction earns 1 challenge point at the end.
  • Earned challenge points count for you. Penalty points against you count against you. Final challenge score closes only in the way your group agreed before play.
  • Score Halftime Reset as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Halftime Reset; stop at the agreed finish condition.
Commercial Bingo

Pick a commercial category before the break. First confirmed category wins 1 challenge point.

  • Before the break, each person picks one broadcast-break category.
  • Examples: coach shot, crowd chant, replay angle, sponsor read, celebrity, mascot, or stat graphic.
  • First confirmed category earns 1 challenge point.
  • Keep a simple challenge-point tally until halftime or full time.
Overtime Bonus

If the game reaches overtime, all open challenge points double only if the group agreed before kickoff.

  • If the game reaches overtime, all open challenge points double only if the group agreed before kickoff.
  • Earned challenge points count for you. Penalty points against you count against you. Final challenge score closes only in the way your group agreed before play.
  • Score Overtime Bonus as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Overtime Bonus; stop at the agreed finish condition.
Momentum Call

Call the next momentum swing before the play starts.

  • Call the next momentum swing before the play starts.
  • Before a drive, possession, at-bat, or point starts, a viewer calls a momentum swing. If the next sequence clearly favors that team, they earn 1 challenge point.
  • Score Momentum Call as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Momentum Call; stop at the agreed finish condition.
Commercial Break Pick

During a break, everyone makes one quick prediction for the next segment.

  • During a break, everyone makes one quick prediction for the next segment.
  • The host asks one short prompt during a commercial or timeout. Correct picks earn 1 challenge point; incorrect picks add 1 penalty point against that viewer or stay flat based on the group's choice.
  • Score Commercial Break Pick as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Commercial Break Pick; stop at the agreed finish condition.
Lead Change Lock

Call whether the lead changes in the next agreed window to earn 1 challenge point.

  • Call whether the lead changes in the next agreed window to earn 1 challenge point.
  • Earned challenge points count for you. Penalty points against you count against you. Final challenge score closes only in the way your group agreed before play.
  • Score Lead Change Lock as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Lead Change Lock; stop at the agreed finish condition.
Coach Timeout Read

Call whether a coach uses a timeout before the next dead ball. Correct call earns 1 challenge point.

  • Call whether a coach uses a timeout before the next dead ball. Correct call earns 1 challenge point.
  • Before a tense possession or sequence, a viewer may call timeout or no timeout before the next dead ball. A correct call earns 1 challenge point. A wrong call adds 1 penalty point against that viewer.
  • Score Coach Timeout Read as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Coach Timeout Read; stop at the agreed finish condition.
Scoreboard Call

Call the score margin at the next break. Closest call earns 1 challenge point.

  • Call the score margin at the next break. Closest call earns 1 challenge point.
  • Before the next timeout, inning break, quarter break, or intermission, each player calls the score margin at that break. Closest call earns 1 challenge point. Exact calls earn 2 challenge points if the group agrees before the round.
  • Score Scoreboard Call as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Scoreboard Call; stop at the agreed finish condition.
Prediction Receipts

Write one specific match prediction before the segment. If it happens, earn 1 challenge point.

  • Before a segment starts, each person writes one specific non-money prediction.
  • The prediction must be clear enough to judge, such as next card, next corner, or next big save.
  • If it happens during the agreed segment, that person earns 1 challenge point.
  • Read the receipts after the segment and update the tally.
Camera Cut Call

Call the next broadcast cutaway before it happens to earn 1 challenge point.

  • Use this during dead balls, replay returns, or quiet broadcast windows.
  • Before the next broadcast cutaway, call the subject: coach, crowd, bench, star player, referee, or fans.
  • If the next clear cutaway matches the call, score 1 challenge point.
  • If the group chooses the optional penalty rule before the round, a confident wrong call adds 1 penalty point.
Replay Call Receipt

Predict the replay decision before the broadcast reveals it to earn 1 challenge point.

  • Predict the replay decision before the broadcast reveals it to earn 1 challenge point.
  • When a review or replay starts, each player may make one clear call before the broadcast gives the answer. A correct call earns 1 challenge point. A confident wrong call adds 1 penalty point against that player, and late calls after the reveal do not count.
  • Score Replay Call Receipt as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Replay Call Receipt; stop at the agreed finish condition.
Next Play Role Call

Call who gets the next big touch and earn 1 challenge point if it happens.

  • Call who gets the next big touch and earn 1 challenge point if it happens.
  • Before the next live play, each participant may call a role such as scorer, passer, shooter, goalkeeper, or defender. A correct role call earns 1 challenge point. A confident call that is clearly wrong adds 1 penalty point against that participant, and the group resets all calls after the play ends.
  • Score Next Play Role Call as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Next Play Role Call; stop at the agreed finish condition.
Lineup Change Read

Read the next lineup change correctly for 1 challenge point.

  • Read the next lineup change correctly for 1 challenge point.
  • Before the next dead-ball window or broadcast break, a viewer may call the next lineup change or personnel switch. If it happens before the group resets the call, they earn 1 challenge point. A missed call after the agreed window adds 1 penalty point against that viewer.
  • Score Lineup Change Read as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Lineup Change Read; stop at the agreed finish condition.
Quiet Stat Pick

Pick a low-key stat before the segment and hit it for 1 challenge point.

  • Pick a low-key stat before the segment and hit it for 1 challenge point.
  • Before a quarter, period, inning, or half, each viewer may choose one simple stat such as next corner, next strikeout, next turnover, or next shot on goal. A correct pick earns 1 challenge point. A wrong pick adds 1 penalty point against that viewer only if everyone agreed to track misses.
  • Score Quiet Stat Pick as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Quiet Stat Pick; stop at the agreed finish condition.
Halftime Stat Lock

Lock one halftime stat prediction and hit it to earn 1 challenge point.

  • Lock one halftime stat prediction and hit it to earn 1 challenge point.
  • Before the second half starts, each player may lock one stat prediction. A correct prediction earns 1 challenge point. A prediction that misses by the group's agreed margin adds 1 penalty point against that player.
  • Score Halftime Stat Lock as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Halftime Stat Lock; stop at the agreed finish condition.
Substitution Guess

Predict the next substitution or lineup change to earn 1 challenge point.

  • Use this when teams are warming up players or the match is near a likely change.
  • Before the substitution is shown, each person predicts the next player, position, or role change.
  • Correct guesses earn 1 challenge point when the broadcast confirms it.
  • Wrong confident guesses add 1 penalty point if the group wants a tougher round.
Broadcast Stat Catch

Catch the next broadcast stat before the graphic lands for 1 challenge point.

  • Use this whenever the broadcast starts hinting at a player, team, or match stat.
  • Before the graphic fully lands, call the stat or trend you think will appear.
  • A correct call earns 1 challenge point after the graphic confirms it.
  • A confident wrong call adds 1 penalty point; track both in a simple tally.
Penalty Replay Read

Call the replay outcome before the announcer confirms it for 1 challenge point.

  • Use this whenever a penalty, foul, offside, or replay decision is being reviewed.
  • Before the announcer or referee confirms it, each person calls the outcome.
  • Correct calls earn 1 challenge point.
  • Wrong confident calls add 1 penalty point; highest challenge score wins after the agreed window.
Watchgroup Call-It Bonus

Call the target, answer, route, or move before the turn; a clean result earns 1 challenge point.

  • Call the target, answer, route, or move before the turn; a clean result earns 1 challenge point.
  • The call must be heard before the attempt and judged the same way for everyone. For Watchgroup, keep it within watch-party predictions, halftime calls, ad-break games, and locked picks. Optional house overlay for an already playable watchgroup activity. First name that base activity and retain its complete equipment, people, safety, turns, main scoring and finish rules. This card does not supply or authorize a new base game. One board-specific example is a prediction about the next announced broadcast event; success means the locked prediction matching the broadcast result, and reset means close predictions before the event begins and reveal the result afterward. Use that example only where the chosen base rules and venue already permit it; otherwise bind the overlay to a legal task in the selected activity before starting. Before each eligible turn, the player names the task and its success criterion aloud; the judge repeats the call. A verified called success earns exactly 1 separate challenge point, at most once per turn. An uncalled result earns no challenge point. Use only turns already allotted by the base game. Keep a separate challenge ledger, starting at 0 and ending with the base activity. Most challenge points wins; unresolved ties are shared. Main scoring is unchanged. If a compulsory rule conflicts, do not use the variation.
  • Score Watchgroup Call-It Bonus as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Watchgroup Call-It Bonus; stop at the agreed finish condition.
Watchgroup Clean Reset Point

A player or team earns 1 challenge point for a clean reset after a miss, turnover, or stalled round.

  • A player or team earns 1 challenge point for a clean reset after a miss, turnover, or stalled round.
  • The reset must help the group continue safely without changing the main score unfairly. For Watchgroup, keep it within watch-party predictions, halftime calls, ad-break games, and locked picks. Optional house overlay for an already playable watchgroup activity. First name that base activity and retain its complete equipment, people, safety, turns, main scoring and finish rules. This card does not supply or authorize a new base game. One board-specific example is a prediction about the next announced broadcast event; success means the locked prediction matching the broadcast result, and reset means close predictions before the event begins and reveal the result afterward. Use that example only where the chosen base rules and venue already permit it; otherwise bind the overlay to a legal task in the selected activity before starting. After an ordinary miss or stalled turn, the active player completes the stated reset. A neutral observer checks every reset step before restart. Award exactly 1 separate challenge point, at most once per allotted turn; do not deliberately create a miss to farm resets. Required safety stops never cost a point or use a replay token. Keep a separate challenge ledger, starting at 0 and ending with the base activity. Most challenge points wins; unresolved ties are shared. Main scoring is unchanged. If a compulsory rule conflicts, do not use the variation.
  • Score Watchgroup Clean Reset Point as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Watchgroup Clean Reset Point; stop at the agreed finish condition.
Watchgroup Comeback Window

The trailing side gets one announced comeback window for a bonus challenge point.

  • The trailing side gets one announced comeback window for a bonus challenge point.
  • Before play, name the task, the window's duration, and the result that earns the point. Use it once and call it before the turn. For Watchgroup, keep it within watch-party predictions, halftime calls, ad-break games, and locked picks. Optional house overlay for an already playable watchgroup activity. First name that base activity and retain its complete equipment, people, safety, turns, main scoring and finish rules. This card does not supply or authorize a new base game. One board-specific example is a prediction about the next announced broadcast event; success means the locked prediction matching the broadcast result, and reset means close predictions before the event begins and reveal the result afterward. Use that example only where the chosen base rules and venue already permit it; otherwise bind the overlay to a legal task in the selected activity before starting. Before play, give each side one comeback window consisting of its next single normally allotted turn after it first trails. Write the eligible task and success criterion beside the score. The trailing side must announce the window before that turn. A verified success earns 1 separate challenge point; otherwise it earns 0. The window expires at the turn’s normal end and cannot add an attempt or extend physical effort. Keep a separate challenge ledger, starting at 0 and ending with the base activity. Most challenge points wins; unresolved ties are shared. Main scoring is unchanged. If a compulsory rule conflicts, do not use the variation.
  • Score Watchgroup Comeback Window as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Watchgroup Comeback Window; stop at the agreed finish condition.
Watchgroup Team Swap Rule

Partners or teammates rotate after a score so the matchup stays fresh.

  • Partners or teammates rotate after a score so the matchup stays fresh.
  • Do not use the swap to isolate weaker or younger players. For Watchgroup, keep it within watch-party predictions, halftime calls, ad-break games, and locked picks. Scored results are tracked as challenge points. Optional house overlay for an already playable watchgroup activity. First name that base activity and retain its complete equipment, people, safety, turns, main scoring and finish rules. This card does not supply or authorize a new base game. One board-specific example is a prediction about the next announced broadcast event; success means the locked prediction matching the broadcast result, and reset means close predictions before the event begins and reveal the result afterward. Use that example only where the chosen base rules and venue already permit it; otherwise bind the overlay to a legal task in the selected activity before starting. Use only with a base activity that permits willing partner or team changes. After a score, wait for the next dead ball or completed turn; exchange one willing player from each side before restarting. Keep earned points with the original team. Maintain the same number of scheduled turns for every participant. If a swap is declined or prohibited by the base rules, skip it without penalty. No challenge point is awarded merely for swapping. This variation adds no challenge points and no separate winner. End it with the chosen round or base activity; keep the base result and all scheduled opportunities unchanged. If a compulsory rule conflicts, do not use the variation.
  • Score Watchgroup Team Swap Rule as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Watchgroup Team Swap Rule; stop at the agreed finish condition.
Watchgroup Precision Finish

Use one final legal attempt under the tiebreak criterion agreed before play.

  • Use one final legal attempt under the tiebreak criterion agreed before play.
  • Verify the result by that criterion; do not reject a legal result afterward because it seemed lucky. For Watchgroup, keep it within watch-party predictions, halftime calls, ad-break games, and locked picks. Scored results are tracked as challenge points. Optional house overlay for an already playable watchgroup activity. First name that base activity and retain its complete equipment, people, safety, turns, main scoring and finish rules. This card does not supply or authorize a new base game. One board-specific example is a prediction about the next announced broadcast event; success means the locked prediction matching the broadcast result, and reset means close predictions before the event begins and reveal the result afterward. Use that example only where the chosen base rules and venue already permit it; otherwise bind the overlay to a legal task in the selected activity before starting. Before the game, name a binary tiebreak criterion for the last normally allotted turn: completion of the declared legal task. At a tied finish, compare those recorded final turns; a sole success takes the challenge tie. If both or neither succeeded, share the challenge result. Do not add an extra shot, strenuous rep, water task, or course delay. This never changes the base-game winner. Use this only to settle the stated challenge tie. Record the comparison separately; it never changes the base-game result. If the comparison is unavailable, equal or prohibited by the base rules, share the challenge tie.
  • Score Watchgroup Precision Finish as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Watchgroup Precision Finish; stop at the agreed finish condition.
Watchgroup Streak Bank

A player can bank a clean streak before risking the next turn.

  • A player can bank a clean streak before risking the next turn.
  • Banked streaks stay; missed unbanked turns reset only the current streak. For Watchgroup, keep it within watch-party predictions, halftime calls, ad-break games, and locked picks. Scored results are tracked as challenge points. Optional house overlay for an already playable watchgroup activity. First name that base activity and retain its complete equipment, people, safety, turns, main scoring and finish rules. This card does not supply or authorize a new base game. One board-specific example is a prediction about the next announced broadcast event; success means the locked prediction matching the broadcast result, and reset means close predictions before the event begins and reveal the result afterward. Use that example only where the chosen base rules and venue already permit it; otherwise bind the overlay to a legal task in the selected activity before starting. Count consecutive completions of the same declared task across the player’s normally allotted turns. Before each next turn the player may bank the current count; add that count to the separate challenge ledger and start a new streak at zero. A miss resets only the unbanked streak. At the base game’s finish, bank any remaining completed streak. Each completed result can be counted once only; no extra turns are created. Keep a separate challenge ledger, starting at 0 and ending with the base activity. Most challenge points wins; unresolved ties are shared. Main scoring is unchanged. If a compulsory rule conflicts, do not use the variation.
  • Score Watchgroup Streak Bank as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Watchgroup Streak Bank; stop at the agreed finish condition.
Watchgroup No-Repeat Rule

The same player, target, clue, or move cannot repeat until others have been offered a turn.

  • The same player, target, clue, or move cannot repeat until others have been offered a turn.
  • Passing counts as a turn; no explanation or substitute action is required. For Watchgroup, keep it within watch-party predictions, halftime calls, ad-break games, and locked picks. Scored results are tracked as challenge points. Optional house overlay for an already playable watchgroup activity. First name that base activity and retain its complete equipment, people, safety, turns, main scoring and finish rules. This card does not supply or authorize a new base game. One board-specific example is a prediction about the next announced broadcast event; success means the locked prediction matching the broadcast result, and reset means close predictions before the event begins and reveal the result afterward. Use that example only where the chosen base rules and venue already permit it; otherwise bind the overlay to a legal task in the selected activity before starting. Before play, identify which rotation this applies to: the active player, chosen target, clue, or move. List the available legal choices. Offer each listed choice or participant once before repeating it. A pass counts as the offer being used, without explanation or substitute action. Skip this variation if the base game requires a particular repeat or order; never alter compulsory serve, batting, hand, or safety order. No automatic challenge penalty is added. This variation adds no challenge points and no separate winner. End it with the chosen round or base activity; keep the base result and all scheduled opportunities unchanged. If a compulsory rule conflicts, do not use the variation.
  • Score Watchgroup No-Repeat Rule as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Watchgroup No-Repeat Rule; stop at the agreed finish condition.