Open & Shut
Digital Games
Open the file. Make the case. Cash out or keep pushing — a party mix of Deal or No Deal, Clue, and Can’t Say.
← Back to catalogHow to play
1. Goal
Open numbered case files, gather intel, then cash out and accuse before a setback or bankrupt wipes your leads. The host picks a mode before start.
2. Play modes
The host chooses in the lobby (joiners see it):
- One team — everyone vs the house. One hidden case, one 12-file grid. Wrong accusation and the house wins.
- Versus: two containers — Team A and Team B each get their own 12-file grid and own hidden case. Turns alternate (one open file at a time). First correct accusation wins.
- Versus: shared board — one shared 12-file grid, two cases. Teams alternate who opens a file. Intel, setback, and bankrupt apply only to the team that opened it. Cash out accuses your case.
Versus needs at least one human on each team. Without the AI Clue-Giver, each team needs two humans (Clue-Giver + Investigator).
3. Setup
Host a room, share the 4-letter code (up to 6 humans). A TV / Presenter view can follow along with no solutions. Pick a mode, optionally turn on AI Clue-Giver, sit with a team in versus, then Start the case.
Each case has custom accusation fields (culprit, disguise, exit, and so on — every case is different). Versus deals two different cases.
The docket on the table lists every person, place, and thing you might accuse. Can’t Say clues only open files — they are not the story. Intel marks the docket (green is true, orange may be false).
4. Roles
Each file, two seats are on the case:
- Clue-Giver sees a secret target and Can’t Say words. Describe it — do not say the target or the Can’t Say list.
- Investigator guesses within the host’s timer — 60 seconds by default, 120s Easy, or 30s Hard (type a guess, or the Clue-Giver taps They got it when the team shouts it).
Roles rotate after each file.
AI Clue-Giver (lobby toggle): the AI is always the Clue-Giver. Humans only pick files and guess. One human can play solo vs the house. Two or more humans rotate as Investigator. The secret word is never shown to players.
5. The briefcase grid
Twelve numbered files. Types stay hidden until a file is successfully opened:
- Solid Lead — a true fragment of that team's case
- Red Herring — a false fragment meant to sow doubt
- Setback — wipes that team's last solid lead (or locks remaining files)
- Bankrupt — wipes that team's solid leads
A wrong guess or timeout fails the file (no intel). Opening a setback or bankrupt still triggers the penalty. On a shared board, a failed open still consumes the file for everyone.
6. Cash out
After a Solid Lead, that team chooses:
- Cash out and make the accusation
- Keep pushing for more intel (and more risk)
If the grid runs out of closed files, you must accuse.
7. Accusation
Fill every field on your case. All must match the hidden solution to close it.
In one team, one miss and the house wins.
In versus, a wrong accusation knocks that team out. The other team can still win with a later correct accuse. First correct accuse ends the room.