PLAYDECK V1 HOW TO PLAY Afrobeats Party Pack One card. One song. One chance to own the party. Trivia packs are separate in-app games. Choose them from setup when you want a non-music round; do not mix trivia into the Afrobeats music deck. QUICK FACTS - Format: one-device host mode. - Best with 3-6 players. - Playable with 2-8 individual players. - For 9-20 people, form 3-5 teams. - Short game: target score 5. - Standard game: target score 7. - Long game: target score 10. - Expected session length: 20-45 minutes. WHAT YOU NEED - The PlayDeck web game open on one host phone. - The Afrobeats Party Pack cards. - Sound loud enough for the group. - Players or teams with names entered in the app. THE GOAL Players score by guessing artists, guessing release years, continuing songs, dancing, or winning group-voted performances. The highest scorer wins when the target score is reached after equal turns. SETUP 1. Open the PlayDeck game. 2. Tap Start Game. 3. Choose Family mode if the room needs cleaner content. 4. Choose a target score: 5, 7, or 10. 5. Add each player or team name. 6. Start the round. TURN LOOP 1. The app shows whose turn it is. 2. That player scans or picks a card. 3. The GM reads the card category, mechanic, or challenge prompt out loud. 4. If music is needed, the GM taps Play and gives the player a short listen. 5. The player answers, sings, dances, performs, or the group votes. 6. The GM taps Reveal answer. 7. The GM awards Correct, Wrong, Bonus, or a group/steal winner. 8. The phone passes to the next player. CARD TYPES - Category cards: draw challenges from one music category, such as Throwbacks, Street Anthems, Gospel Vibes, or International Heat. - Wildcards: draw any fresh challenge from the pack. - Mechanic cards: change the next rule instead of serving a normal challenge. CHALLENGE MODES - Guess the Artist: play a short clip; the player names the artist. - Guess the Year: play the song; the player guesses the release year. - Finish the Lyrics: the GM pauses the song; the player continues aloud. Do not show or read lyrics from the app. - Dance Challenge: the player or group performs; the room votes the winner. MECHANIC CARDS - Double Points: the next scored challenge is worth double. - Steal: hold this. Next time a player misses, another player may shout the answer to steal the point. - Reverse: turn order flips immediately. - Skip: the next player is skipped this round. - Group Challenge: everyone plays the next challenge and the group votes a winner. SCORING - Correct usually gives 1 point. - Bonus usually gives 2 total points: correct plus bonus. - Wrong gives 0 points unless someone steals. - Group-judged rounds award the listed points to the player or team the room chooses. - The GM has final say on close answers, pronunciation, spelling, and disputes. ENDING THE GAME PlayDeck uses equal turns. If someone reaches the target score, do not stop immediately. Finish the current round so every player has had the same number of turns. If one player leads at the round boundary, they win. If the top score is tied, tied players enter a tiebreaker. Only tied players take one challenge each. After each full tiebreaker cycle, a unique leader wins. If the deck runs out of fresh content, the GM may crown the current leader. If the score is tied when content runs out, run one quick manual final challenge before ending. GM OPENING SCRIPT "Welcome to PlayDeck. One card, one song, one chance. No Shazam, no Googling, vibes only. I will play the clip, you answer or perform. Correct gets points, bonus gets bragging rights, and if you miss, the room might steal." HOW TO ANCHOR IT WELL - Keep the first explanation under 60 seconds. Let the game teach the rest. - Read the prompt before playback so players know what to listen for. - Use 5-15 second clips. Longer clips slow the room down. - Keep debates under 20 seconds. The GM final call keeps the energy alive. - Award bonus points for speed, confidence, big performance, or hilarious commitment. - For dance and finish-the-lyrics rounds, let the room vote quickly by cheers, hands, or pointing. - Use team play for large groups so nobody waits too long. - If playback fails, open the fallback or skip the card. Do not let tech kill the moment. - Hype mechanic cards like plot twists, then move on fast. - When someone reaches the target, announce: "Final turns. Everyone still gets their shot." ROOM RULES THAT HELP - No phones for searching answers. - Singers and dancers get respect for commitment, not perfection. - Accept obvious artist aliases and close pronunciations. - Release-year answers follow the app. - The GM is the referee, but the room supplies the noise. BEST PLAYER COUNTS - 2 players: works, but use target 5. - 3-6 players: best version of the game. - 7-8 players: still good, use target 5 or team up if people are waiting. - 9-20 people: play in teams, not as individuals.