What Intercept is
Two teams, four secret keywords each. Give clues your teammates understand — and your rivals never will.
Your four keywords never change, and the other team can hear everything. Every clue you give is filed on a public board under the number it turned out to mean, so your own words slowly build a dossier on themselves.
From round two the opposition guesses your code before your own team does. Two of those interceptions and they win outright; misread your own Encryptor twice and you lose — which makes a clue that is too clever exactly as fatal as one that is too obvious.
Eight rounds is the ceiling. Still level then and it goes to most interceptions, then fewest miscommunications, and a pair of teams that matched on both finishes drawn.
How to play Intercept
- Two teams. Each gets four secret keywords, numbered 1 to 4, that never change. You always see your own team’s words — never theirs.
- Both teams play every round at once. Each round one player per team is the Encryptor, and only they are shown their team’s secret three-digit code, like 3·1·4.
- The Encryptor writes three clues, in code order: each clue describes the keyword at that digit. Code 3·1·4 means clue one describes word 3, clue two word 1, clue three word 4.
- Every clue is public to the whole room — this round and all past rounds, filed under the numbers they turned out to mean.
- Your team (everyone but the Encryptor) matches your clues back to numbers together: the guess is a shared draft, and it locks when everyone has agreed. Get your own code wrong and your team takes a miscommunication token.
- From round 2 you also work the other way: guess the OTHER team’s code from their clue history alone. Guess it exactly and you earn an interception token.
- Each team also has private notes only they can read — theories stay off the record.
- The Encryptor role passes along each team every round, so everyone gives clues.
- Two interception tokens win the game instantly. Two miscommunication tokens lose it. Still level after 8 rounds: most interceptions wins, then fewest miscommunications.
How to win at Intercept
Round one is not free
Nothing can be intercepted yet, but every clue you give there sits on the board for the rest of the game.
Change the angle each time
Cluing a keyword the same way twice is how a team gets read, so find a different property of the word every round.
A failed interception talks
Their wrong guess tells you which of your keywords they think they have already pinned down.
Losing is easier than winning
Two miscommunications end you without the opposition guessing a thing, so an unclear clue to your own side is the bigger risk.
The Encryptor goes quiet
You never join your own team’s decode, so every bit of help you can give has to be inside the three clues.
Questions about Intercept
When can the other team intercept?
From round two onward, and they answer before your own team decodes. Getting your code exactly right earns an interception token, and two of those win the game on the spot.
Can the same code come up twice?
No. Each team’s codes are drawn without replacement, so a repeat can never hand the opposition a free read of the clue board.
What happens if nobody reaches two tokens?
After eight rounds it is settled on most interceptions, then fewest miscommunications. Level on both counts and the game is a draw.
When do we see the other team’s keywords?
Only at the very end. Both clue boards are public throughout — that is what you intercept from — but the four words behind them stay hidden until the final screen.
Is Intercept free?
Yes. Every game on Table Party is free, with no accounts, no adverts and nothing to buy.
How many people do you need for Intercept?
Between 4 and 12. Below 4 there are not enough of you for the game to work.
Do we need to download anything?
No. One person opens the site and starts a room; everybody else joins by typing the room code on their own phone. Nothing to install, nothing to sign up for.
Can we play Intercept over a video call?
Yes. Share the room code in the chat and play with the call running — everything private stays on each player’s own phone.