CHAPPLES & APPLES

One phone, a table of people, and a pile of words that almost go together. Match the silly one or the clever one — the table decides.

  • Pass-and-play
  • Themed packs
  • Short rounds

What actually happens when you play it

Somebody puts a phone face-up in the middle of the table. That is the whole setup. No boxes, no shuffling, no rulebook anybody has to read out loud while the food goes cold.

A prompt appears. Everyone gets a handful of words and fragments — some sensible, some deeply not — and the job is to match something to the prompt. You can go clever. You can go stupid. The interesting part is that the table never agrees on which one just happened, and that argument is the game.

Why one phone and not five

Because five phones is five people looking down. Pass-and-play means the device travels, and in the gap between one person finishing and the next person starting, everybody talks. We built the pacing around that gap on purpose: rounds are short, scoring is quick, and nothing takes so long that someone wanders off to make tea.

It also means nobody has to download anything to join you. The person who already has it is the only requirement. That matters at a kitchen table on a Tuesday, at a birthday where half the room is twelve and the other half is sixty, and in the forty minutes before a train.

The words are the product

Anyone can build a matching mechanic. The reason a round lands or dies is the word list, and word lists are written, not generated. We write ours in passes — a long dump of candidates, then a cull, then a play-test with people who are allowed to say that one isn't funny, then another cull. Most words do not survive. The ones that do tend to be the ones that mean two things at once, or sound wrong in a way you can't explain, or sit one inch away from a word everyone expected.

Packs exist because rooms are different. A pack written for a family Christmas should not be the pack you open at a flat party, and neither of them should be the pack a company opens at an away day. Same game, different vocabulary, completely different evening.

When you are on your own

Solo mode is not a lesser version with a sad computer opponent. It is a shorter, tighter puzzle: the app plays a hand against you and you find the match that beats it. It fits in a queue. The daily challenge is one prompt, same for everybody, once a day — the kind of thing you finish on the stairs and then text to someone.

And if you want your own words in it

That's the part you'd write to us about. We build custom packs — inside jokes, a wedding, a team, a launch, a town — and they play inside the same game everyone already knows how to play. It starts with a conversation about the room, not a form about a budget.

What's in it

Pass-and-play multiplayer

One phone goes round the table. Nobody else has to install anything, make an account, or find the Wi-Fi password.

Rounds that end before the laugh does

Short prompts, fast scoring. You can play three rounds while the kettle boils or keep going until someone has to go home.

Themed card packs

Different vocabulary for different rooms — family-safe, late-night, nonsense-heavy. Same rules, entirely different evening.

Solo mode

The app plays a hand, you beat it. Built for a bus seat and a two-minute window, not for a sofa and an afternoon.

A daily word challenge

One prompt a day, the same one for everyone. Finish it, then annoy a friend with your answer.

Things you can ask us for

All of these start the same way: you tell us about the room, we tell you what's possible.

Most asked for

A custom card pack

Your words, your in-jokes, your office or your family, written into a pack that plays by the normal rules.

  • A written and culled word list
  • A play-test round with your group
  • Pack art and a name
  • Delivered inside the game

A hosted game night

For a room bigger than a table: we set the format, run the rounds and keep score so nobody has to volunteer.

  • Format built for your headcount
  • A pack chosen for the crowd
  • Scoring and tie-breaks handled
  • Runs online or in person

Partnerships and press

Collaborations, co-branded packs, review access, interviews with the people who write the words.

  • Screens and assets on request
  • Co-branded pack proposals
  • Interviews with the writers
  • A straight answer on timelines

Scope and timing depend on how many words you want and how specific they are — we'll talk it through before anything is quoted.

How a custom pack gets made

  1. You describe the room

    Who's playing, what they find funny, what absolutely cannot be said in front of them. Ten minutes of talking saves a hundred bad words.

  2. We write long, then cut hard

    A first list far bigger than the pack needs, then most of it goes in the bin. What's left is the stuff that means two things at once.

  3. You play it before anyone else does

    A draft round with your group. Dead words get swapped, and the ones that made the table shout get more friends.

  4. It lands in the game

    The finished pack opens inside the app like any other, so nobody has to learn a single new rule.

Tell us about your room

Custom pack, game night, press, or just a question about how the thing works — this is the way in.

  • A person from the team reads it, not a bot.
  • We reply with questions before we reply with a quote.
  • The first answer comes from whoever would actually write your words.