
OFFICIAL RULES
Home | Objective | Components | Setup | How to Play | The Bouncer | Sudden Death | Deck Management | Winning | Play Your Way | Variant Modes | Other Ways To Play
Objective
Match Memory Card pairs, dodge consequences, and outscore everyone.
The player with the most pairs at the end of the game wins.
Components
Core Game
— 74 Memory Cards (37 pairs)
— 21 Action Cards
— 20 Confessional Cards
— 1 Bouncer Pawn
Setup
01 Shuffle all Memory Cards and lay them face-down in any grid or shape on the table. If you have a play mat, use it for a ready-made layout — or get creative on your own: rows, a spiral, a ring. Whatever fits your space.
02 Place the Bouncer Pawn on any one card. That card is blocked and cannot be flipped until the Bouncer moves.
03 Shuffle the Action Cards into a face-down draw pile.
04 Shuffle the Confessional Cards into a separate face-down draw pile.
05 Decide who goes first however you like. Play proceeds clockwise from there.
How to Play
On your turn, flip any two face-down Memory Cards. You may not flip the card the Bouncer is sitting on.MATCH
If the two cards match, claim the pair and resolve the card text immediately.After resolving, choose one of the following:— Chain Flip — flip two more cards immediately, continuing your turn.— Move the Bouncer — move the Bouncer Pawn to any face-down card and privately peek at that card. Your turn then ends.
MISMATCH
If the two cards do not match, flip both face-down and draw one card from either the Action deck or the Confessional deck — your choice. Resolve it, then pass play clockwise.
Default penalty: Skipping or refusing any card costs 2 drinks, unless the card itself specifies otherwise. The card always takes precedence.
The Bouncer
The Bouncer blocks whichever card it sits on — that card cannot be flipped by any player while the Bouncer is on it.When the Bouncer is moved (either by your post-match choice or via a card effect), the player who moves it privately peeks at the card it lands on. Do not reveal what you saw.The Bouncer remains in play through all phases of the game, including Sudden Death. You may move it once per turn.
Sudden Death
When only 10 cards (5 pairs) remain face-down, the game enters Sudden Death.From this point forward, every mismatch draws 2 cards instead of 1 — one from each deck, or both from the same deck. Resolve both.Play continues until all pairs are matched.
Deck Management
If either draw pile runs out, shuffle and flip its discard pile face-down to use as the new draw pile. This applies to both the Action deck and the Confessional deck independently.
Winning
The player with the most claimed pairs wins.The winner draws 1 Action Card. The whole group resolves it together. Skipping is not permitted on the final card.
Tiebreaker -- If two or more players are tied, each tied player draws 1 Action Card and must complete it without skipping. The first player to complete theirs wins. If all tied players complete their card, the group votes on who did it best.
Play Your way
Anyone may skip or refuse any card at any time — no explanation needed.
Skipping costs 2 drinks unless the card says otherwise.For any card requiring a physical challenge, players may substitute an equivalent adapted task if needed — no explanation required.
Variant Modes
The following variants use standard components unless noted. All standard rules apply unless a variant specifies otherwise.
01 Speed Round
High energy, frantic memory, lots of pressure, lots of laughs.
Before the game starts, agree on a turn timer — 20 or 30 seconds. The active player's entire turn — flip, decision, and card resolution — must happen within that window.No extensions, no exceptions. If the clock runs out, it runs out.
02 Chaos Mode
Every mismatch is a crisis. Perfect for groups who want the game to go off the rails.
— Every mismatch draws 2 cards instead of 1 for the entire game — not just during Sudden Death.— Recommended: use Reckless Shuffle (see Variant 5) as your draw pile setup for maximum unpredictability.— Optional: arrange the Memory Cards in a creative shape — spiral, ring, pyramid — before the game starts.
03 Team Mode
Collaboration, blame, and the unique comedy of trusting someone else with your turn.
SETUP
Divide players into teams of 2 before the game. Partners sit opposite each other — not side by side. Keep one shared pair pile per team.For odd player counts, a team of 3 is permitted: the third player always flips the first card, while the other two alternate on the second flip.
WHAT CHANGES
On a team's turn, one partner flips the first card and the other partner flips the second. Overt communication — verbal, physical, or gestural — is not permitted between flips. Reads, tells, and instincts are fair game.— Match: The team claims the pair and resolves the card together. Either partner may execute the post-match choice (chain flip or Bouncer move). If the Bouncer is moved, the peeking partner may not share what they saw until their next flip.— Mismatch: Both partners each draw one card from either deck and resolve them independently. Both partners are subject to their own card's consequences.Action cards that target "another player" are directed at any individual from a target team — the drawing team chooses who.
04 Hot Seat
Concentrated chaos on one target. Best at larger tables where consequences usually get diluted.
A round is one full rotation of play — from a player's turn back to that same player's turn. The player with the fewest pairs sits in the Hot Seat each round. Before any pairs are won, the youngest player goes first.All Action or Confessional cards drawn by any player during that round resolve against the Hot Seat player.— Hot Seat player may skip one card per round — costs 2 drinks as normal.— If tied for fewest pairs, the player least recently in the Hot Seat takes it.— Memory Card effects (Power Up, Sabotage, Twist) resolve normally for the player who matched them — Hot Seat only redirects Action or Confessional deck draws.
05 Reckless Shuffle
Every mismatch is a mystery box. For players who want maximum unpredictability.
Before the game, shuffle the Action deck and Confessional deck together into one combined draw pile. On every mismatch, draw from the combined pile as normal. The card type — dare, drink, confession — is unknown until it flips.During Sudden Death, both draws come from the combined pile. If the group prefers, agree before the game starts that Sudden Death draws from Action Cards only to keep the endgame sharp.Pairs especially well with Chaos Mode — combined deck + 2 draws per mismatch is the highest-chaos configuration the game offers.
06 Narrative Mode
Absurd, unpredictable, and wildly memorable. Best for groups with a "yes, and" energy.
Designate one player as the Opening Narrator. Every mismatch card drawn must connect — however loosely, however absurdly — to the running story the table is building.— First mismatch: Opening Narrator frames the card in one sentence as the start of a story.— Every subsequent mismatch: Drawing player connects their card to the running story before resolving it.— Table votes on whether the connection lands. A failed connection costs 1 extra drink. One retry allowed.— Matched pairs resolve normally — no story requirement.— Closing: The winner delivers the story's conclusion in 1–2 sentences before the final card.
EXAMPLE
Jamie draws "Take 2 drinks" on the first mismatch and opens: "Our hero stumbled into the wrong bar and ordered the wrong round."Next mismatch, Alex draws "Roast a player affectionately" and connects: "The bartender — clearly a local legend — immediately started roasting the newcomer in front of everyone." Alex then roasts Jamie.Later, Sam draws "Reverse the turn order" and says: "Naturally, the whole bar turned around to see what was happening." The turn order flips.The connections don't have to make sense. They just have to keep going.
Best played once everyone knows the cards. Save it for a return session.
Other ways to Play
Shorter formats and stripped-back configurations. No new rules required.
Memory Masters
No decks. No consequences. Just pure memory.Remove both the Action deck and Confessional deck before setup. Play proceeds with the standard grid and Bouncer rules.— Match: Claim the pair and resolve the card text as normal.— Mismatch: Flip both cards face-down and pass play clockwise. No card is drawn.The Bouncer remains in play and becomes the only strategic tool in the game. The player with the most pairs wins.Best for: competitive play, warm-up rounds, or groups where a card-free format works better. Pairs well with Speed Round for the most skill-focused format the game offers.
Quick Game
Same game, half the grid. Done in under 30 minutes.Use only the 30 Quick Game cards — identified by the lightning bolt on the card back. Set the remaining Memory Cards aside. All standard rules apply.— Match and mismatch resolve exactly as in standard play.— Sudden Death still triggers at the last 5 pairs (10 cards).Best for: first sessions with new players, time-constrained groups, or a second game late in the night. Pairs well with Speed Round or Reckless Shuffle for a fast, chaotic short-format experience.
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