How to play Ten Questions

In Ten Questions you run the investigation: there is a secret player, and you ask up to ten yes-or-no questions before naming him in three guesses. It is the reverse of Craque Oculto — there the game reveals and you react; here you lead.

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The rules, in 20 seconds

  1. Ten questions. Picked from the day's menu, each comes back YES or NO.
  2. Three guesses. Type and pick a name from the list.
  3. Asking costs no guess, and guessing costs no question: two separate resources.
  4. The day ends when you get it right or spend the three guesses.

What you can ask

An answer that already follows from the previous ones is free. If "born after 1990?" was NO, "after 1995?" is NO too — the game marks it for you, in the notebook, without spending a question. Same when a country (or continent, position, decade) gets a YES: the others in that group leave the menu already answered.

And what you cannot — with the reason

Three obvious-looking questions stayed out, and not out of laziness: the database cannot back the answer, and a question answered by guesswork is an invented fact.

Three strategies that work

Frequently asked questions

When does the player change?

At midnight, in your device's local time. Everyone plays the same player on the same day.

Is my progress saved?

It is, in your own browser — including the questions you already asked — and separate from the other games.

Does sharing give the answer away?

No. The text says how many questions you used and on which guess it came, without the name and without what was asked.

Are there other games?

There are: Craque Oculto, Four Clubs and Five Teammates, among others.

Play Ten Questions