Game Rules
1Objective
The goal of Almost Right is simple - give the most creative wrong answers to trivia questions and convince the judge they deserve a point.
Teams take turns answering questions. The first team to reach the target score wins the game. It is not about being right - it is about being almost right!
2Setup
1. One person opens the website and taps "Host a Game" to create a new room.
2. The host chooses a language (English or Hebrew), sets a room name, and creates 2 to 4 teams with custom names and colors.
3. The host configures the game: rounds to win, optional countdown timer, game mode (Rotation or Classic), and age level for questions.
4. A Judge QR code appears. The designated judge scans it with their phone to connect as the game controller.
5. The judge then displays the Players QR code so everyone else can join on their phones.
3Gameplay
1. The judge taps "Start Game" once all players have joined and picked their teams.
2. A trivia question appears on screen for the active team.
3. Players on the active team discuss and one person types a creative wrong answer on their phone.
4. The answer is submitted and the judge sees it on their panel.
5. The judge taps "Correct" if the answer is creative enough, or "Failed" if it is not.
6. If approved, the team scores a point. The next turn depends on the game mode.
4Scoring
Each approved answer earns the team 1 point.
The target score is set by the host during game setup (for example, first to 5 points).
The first team to reach the target score wins the game.
Scores are displayed on the TV screen and on each player phone throughout the game.
5Game Modes
Rotation Mode - The active team keeps answering questions as long as the judge approves their answers. When an answer is rejected, the turn passes to the next team. This mode rewards streaks!
Classic Mode - Teams take turns answering one question each, regardless of whether the answer is approved or rejected. Every team gets equal turns.
6Timer
The host can enable an optional countdown timer during game setup.
When the timer is active, the team has a set number of seconds to submit their answer.
If time runs out before an answer is submitted, the turn is lost and play moves to the next team.
The judge can add 5 extra seconds during a turn if needed.
7Special Powers
Skip Question - Each team gets one skip per game. The judge can use it to replace the current question with a new one.
+5 Seconds - The judge can add 5 seconds to the countdown timer at any time during a turn.
Switch Question - The judge can swap out the current question for a different one from the question bank.