How to play Say It
The idea
Say It is a word-guessing party game for two teams. One player describes the word on their screen out loud, and their own team shouts guesses. The catch is the obvious one: you may not say the word itself, any part of it, or a translation of it.
Every guess your team gets right is a point. The round is short on purpose, so the fun comes from describing fast and from the nonsense people blurt out under pressure.
What you need
Four players or more, one phone or laptop each, and a room to shout in. Everyone opens the same link in a browser, so there is nothing to install and nobody needs an account.
One person creates the room and shares the link. Everyone else opens it, types a name and lands in the lobby.
Setting up a room
The player who creates the room is its admin. They pick the language of the built-in words and can protect the room with a password if you are playing somewhere public.
In the lobby everyone joins one of the two teams. You need at least one player per team to start, and the game is much better with three or more on each side.
Your own words
This is the part that makes the game yours. Anyone in the lobby can type words into the deck: inside jokes, names of friends, the thing that happened last summer. They mix into the built-in words and nobody knows which they will draw.
You can remove a word you added yourself, and the admin can remove any of them. A signed-in player can also save word packs and drop a whole pack into a room in one click.
A round, step by step
The game picks the describer and their team. Everyone sees whose turn it is; only the describer sees the word.
When the describer presses Start, the clock runs. For each word they either get it — swipe right or press Correct — or give up and skip it, which costs a point. The next word appears immediately.
When the clock reaches zero the round does not stop mid-word: the word on the screen is the last one, and the round ends as soon as the describer answers it. Points earned in the round go to the describer's team, and the turn passes to the other side.
Scoring and the end of the game
A correct guess is one point for the round and one for the describer. A skip takes one away, and a round never goes below zero.
Every player describes twice, teams alternate, and when the last turn is done the team with more points wins. The final screen shows the team scores and how much each player brought in.
House rules that make it better
No part of the word, no "sounds like", no spelling it out, no gestures if you want it hard. Agree before you start whether pointing at objects in the room is allowed.
Keep the teams honest: the describer faces their own team, and the other team listens for cheating. That is half the entertainment.