The card game that does the asking.

Somewhere in the deck is a thing you don’t know about each other. It builds at your pace, a pass costs nothing, and the card always goes first — so neither of you has to.

Coming to both stores. It is being written now.

Three things it does that the others don’t.

one

It builds.

Cards start easy and get more specific as you go, and the ramp follows how the two of you are actually doing. Gentle cards keep circulating the whole way, so a quiet one can land after a heavy one and you both get your breath back.

reads the room

two

Saying no costs nothing.

Pass any card, as often as you like. No counter, no penalty, and nothing on screen that says you did. A passed card looks exactly like a finished one, and it comes back around later, because a pass means not yet.

unlimited, silent

three

Nothing interrupts.

No ads, no sign-up, and nothing asking you for money in the middle of a game. The free deck runs the whole way to the end, and the offer waits until you have finished it.

free deck, whole game

Your turn.

Five cards from the shallow end of the free deck, playable right here. The first is already dealt. Decide. The discard tells them exactly as much as it tells anyone: nothing.

The full decks do not stay this gentle.

tap the deck

How a game goes.

Three screens before the first card, and one of them you can skip.

  1. Pick a deck

    One short list, in order. Each deck says how hot it gets and roughly how long it runs. Opening Hand is free, and it is a whole game rather than a demo.

  2. One phone or two

    Passing one phone back and forth is the full game. Two phones splits the deck between you, so you each get cards the other never sees. One scan, and then no signal is needed.

  3. Two questions, or skip them

    Two plain physical questions, on your own device, skippable in one tap. Never gender, never orientation. Skipping still deals you a complete deck.

  4. Truth or dare

    Your call, every turn. Truth is how you cool the room without declining anything, so it is never the smaller button.

  5. The card, then face down

    Do it or pass it. The screen that follows is identical either way, and it says nothing about which you chose. Then the phone goes to them.

  6. It ends when you end it

    Stop whenever. Closing the app holds your place, and the last card is an ending, not a dead end: the deck tells you you’ve done it.

Each of you gets cards the other never sees.

One scan at the start splits the deck between you. After that the phones never talk again. No signal needed, nothing to sign in to, and it works in airplane mode. You each draw at your own pace, and a card you passed was never on their screen at all.

Some cards run across your next few turns. You carry it for twenty minutes and nobody can glance over and read it.

dare · standing order

For your next five turns, kiss them every time they laugh. Do not tell them why.

yours

theirs

There is no account, no server, and one price.

The boring parts, stated plainly.

Nothing leaves the device

The game never touches the network. It has no analytics and nowhere to send anything, so what happened stays in the room it happened in.

No accounts, no scores

No sign-up, no email, no profile. No streaks and nothing to keep up with. You open it when there is a reason to, and it gets out of the way.

One price, once

The free deck is a complete game. If you want the rest of the library, that is one payment, covering both of you, forever. No subscription, no coins, no ads.

The mechanics are borrowed from work that has been done for decades.

Taking turns disclosing a little more than the other just did. Being able to decline anything without it costing you. Small deliberate bids for a partner’s attention. None of these are our ideas. They come from decades of work by people who study couples for a living, and the game is assembled out of them.

We cite that work; we do not dress the game up in it. No card will ever quote a study at you. If you want the long version, it is in the journal.

read the journal

From the journal

all posts

· 7 min

The Cheaper Yes

Card games for couples got one thing profoundly right: the deck asks so neither of you has to. Then most of them put a price on saying no. On skip counters, quit statistics, and what the research on unwanted yeses actually shows.

You already know what you would ask.

Coming to both stores. It is being written now.