Free · 8 souvenirs to collect

Clueffy

Rare answers weigh more

An open-question game where the answer nobody else thinks of pays the most. Six prompts, twenty-five seconds apiece, then a tractor beam that lifts a pebble or a whole tractor depending on how rarely you replied. The saucer flies east with every point, and where it stops decides the souvenir.

  • Every answer pays 10 to 500 points
  • Six top-band answers make a perfect 3,000
  • Eight souvenirs, and the last one is hidden
  • Unlimited rounds once the daily run is done
01 / 0610–500 PTS
A saucer hovering over a night farm and lowering a beam onto a small tractor, with a barn on one side and a ringed marker on the other

The first answer is the one everybody has

Open prompts have no single correct reply, which is exactly why the obvious one forms in every player at once.

Clueffy pays for the second and third thought instead: answers that still fit the question but did not surface for the whole crowd. The beam makes that invisible guess visible.

A narrow beam falling from a saucer outline onto a small tractor, with a loose pebble and a duck left on the ground behind it
FIG. 01
Clueffy Game@clueffy

A beam that turns your answer into weight

Score alone is easy to ignore, so Clueffy draws it. After each accepted answer a purple tractor beam drops from the saucer and lifts something off the ground: a pebble or a rubber duck for a reply half the crowd gave, a bicycle, a cow or a whole tractor for one almost nobody typed. The lift happens between prompts, so the weight of the last answer shows before the total does. By round four the objects have told you whether the run is worth finishing.

Clueffy Game@clueffy

Six tiers decide the weight, and the crowd sets them

Every accepted answer pays between ten and five hundred points, and one number fixes the figure: the share of that day's players who typed the same thing. Above a third of players, the answer is a pebble worth ten. Below one in two hundred, it is a tractor worth the full five hundred. The four bands between drift as more people play, so an answer that felt rare at breakfast can look ordinary by evening. Six replies at the top band make 3,000.

Six stacked bands climbing from a small stone at the base to a full tractor at the top, with one step marked in red
FIG. 02
A dotted flight line running east past six markers of increasing size and ending at a large ring near the edge
FIG. 03
Clueffy Game@clueffy

The saucer flies east, and the ground pays out souvenirs

The saucer starts over a farm at night and moves east with every point, and the place it stops becomes a souvenir the cadet takes back to the Academy. A low total leaves it over the farm with a single lost sock. Further along sit a village gnome, a shopping cart, an ice cream van, a lighthouse and a Ferris wheel. The last stop on the drawn route is a giant donut at 2,600, and everything brought home stays in a collection saved on the device.

Clueffy Game@clueffy

2,400 points opens a question not everyone sees

The eighth souvenir is not on the route. A run that passes 2,400 unlocks one extra prompt, and the answer to it has to land in a rare band before the hidden souvenir is awarded. That rules out backing into it with a lucky final question: the first six answers have to carry the total most of the way. Four or five lifts in the high bands is the usual shape of a run that gets there.

A closed padlock outline set beside a dashed circle, with one small key shape left outside the circle
FIG. 04
Four round seats arranged around a table with a single prompt slip lying open in the middle
FIG. 05
Clueffy Game@clueffy

One shared mission, then as many rounds as you want

The daily mission is one run with the same six prompts for everyone, and that shared set is why a rare answer means anything. Scores from the same day compare; scores from different days do not. A free-play mode deals a new set whenever you ask for one, and an archive holds past missions in date order. Neither touches the daily total, so a warm-up cannot spoil the run that counts.

Clueffy Game@clueffy

Three quiet seconds, then twenty-five that count

Each prompt appears with a short pause before the clock starts, enough to read the question once. The field takes one answer in English, sent with enter or the beam button; skip passes, and a near miss on spelling is caught and offered back for a second look. A reply the game refuses only costs the time you spent on it, with no points deducted. The timer, not the vocabulary, is what most runs lose to.

One answer field with a blinking caret and a segmented timing ring split into three parts beside it
FIG. 06

02

What a mission gives you

Six prompts, one flight east, and a result drawn rather than spelled out.

01

Loot you can judge at a glance

The beam lifts an object sized to the score, so value is legible before the number appears. A duck and a tractor need no explanation.

02

Six bands between ten and five hundred

Only the share of players who agreed with you moves the figure. Bands are set by agreement, not accuracy, so a plain answer can out-earn a clever one.

03

A collection that fills along the route

Each mission ends at a stop on the map, and the stop becomes a keepsake: a sock, a gnome, a Ferris wheel, a donut. The collection is kept on the device.

04

A daily run built for comparison

Everyone who plays that day gets the same prompts, which is what makes two totals worth comparing. Tomorrow deals a different set.

05

Typing that forgives a slip

A near miss on spelling gets a confirmation prompt instead of a silent zero. You can fix it while the clock runs.

06

Nothing to install or sign into

Everything happens in a tab and the collection sits in local storage. No account, no download, no email before the first mission.

03

How a mission runs

Four moves, about two minutes.

  1. 01

    Send the saucer out

    The daily set is already dealt. The first prompt appears, and the clock holds for a few seconds before starting.

  2. 02

    Type one answer and beam it

    Enter a single reply in English, then send it with enter or the beam button. Skip moves on without an answer.

  3. 03

    Watch how big the lift is

    The beam raises an object sized to your score. Pebble, duck, bicycle, cow, tractor: the sequence is the feedback.

  4. 04

    Keep what comes home

    Six answers in, the saucer stops over one place on the route, and that location becomes the souvenir in your collection.

04

Notes from the daily crowd

Three habits from players who run the set most days.

I say my first answer out loud, hear how obvious it sounds, and type the one I would have said next. That swap is worth about two hundred points.
BLBea L.Plays the daily set at lunch
The donut at 2,600 is the only stop I have never reached. Getting to 2,400 for the extra question is realistic; holding two more high bands is not.
ONOskar N.Collects the souvenirs
We read each prompt aloud and everyone answers before anyone types. The quiet one usually wins, because the loud answers are the ones everybody already thought of.
HYHana Y.Runs a round for four people

05

Questions about the Clueffy game

Scoring, the souvenirs and what the clock actually costs you.

Six answers, and the saucer moves east

The mission is already dealt. Type something the rest of the crowd will not, and see how much the beam can lift.

Beam today's set