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Game Rules

Learn how to play Diss-Master

Game Overview

Diss-Master is a team-based word guessing game played on a 5×5 grid of 25 words. Two teams, Blue Team and Red Team, compete to identify all their team's words before the other team.

Objective

Be the first team to correctly identify all of your team's words on the board. The team that goes first has 9 words to find, while the second team has 8 words.

Card Types

Blue Agent

Words belonging to the Blue Team (8-9 words)

Red Agent

Words belonging to the Red Team (8-9 words)

Innocent Bystander

Neutral words (7 words) — ends your turn if chosen

Assassin

The deadly word (1 word) — instant loss if chosen!

Turn Structure

  1. The Spymaster gives a one-word clue and a number
  2. Operatives discuss and select words they think match the clue
  3. Each correct guess reveals your team's color and lets you continue
  4. Choosing a bystander or opponent's word ends your turn
  5. Choosing the assassin ends the game — you lose!

Spymaster Rules

The Spymaster is the only player who can see which words belong to which team. They guide their Operatives by giving clues.

Giving Clues

A clue consists of one word and one number.

Example: "Animal: 3" suggests that 3 words on the board relate to animals.

Valid Clues

  • Must be one word (no hyphens or compound phrases)
  • Can be any part of speech (noun, adjective, verb, etc.)
  • Should relate to words on the board conceptually
  • The number indicates how many words the clue relates to
  • You can say "0" to indicate the clue relates to none of your remaining words (advanced)

Invalid Clues

  • Cannot use any word visible on the board
  • Cannot use any form or variant of a board word (e.g., "running" if "run" is on the board)
  • Cannot use acronyms or abbreviations
  • Cannot give clues in other languages (unless agreed upon by all players)
  • Cannot use gestures, emphasis, or additional hints beyond the word and number

Pro Tip: Be strategic! Avoid giving clues that might lead your team to the assassin or the opponent's words. Think carefully about associations.

Operatives Rules

Operatives are the team members who guess which words on the board match the Spymaster's clue.

Making Guesses

  • Discuss the clue with your teammates (but the Spymaster cannot participate)
  • Click on a word to reveal its type
  • You can make as many guesses as the number in the clue, plus one extra
  • If you guess correctly, you can continue guessing
  • If you guess incorrectly (bystander or opponent's word), your turn ends
  • You can choose to end your turn early to be safe

Word Meaning Finder

If enabled by the host, you have a limited number of dictionary lookups to check the meaning of words on the board. Use them wisely!

Strategy Tips

  • 💡Think about multiple meanings and associations of the clue word
  • 💡Remember past clues — they can help narrow down remaining words
  • 💡If unsure, it's often better to pass than risk choosing the assassin
  • 💡Communicate with your team! Share your reasoning before clicking
  • 💡Track which words have been revealed to avoid confusion

Warning: Choosing the assassin word instantly loses the game for your team. Always be cautious and think twice before clicking!

Winning the Game

A team wins by:

  • Correctly identifying all of their team's words
  • The opposing team selecting the assassin word (instant win)

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