Think Sync Clue-Giving Guide: How to Play Like a Mastermind
Why Your Clue Decides Everything
In Think Sync, every turn one player is the mastermind. Nine words appear on the TV. Only your phone shows which three are the targets and which one is the Poison. You send one word, and everyone else secretly picks the three words they think it points to.
Here is the twist: every target a player picks is +1 for them and +1 for you. Every Poison pick costs you both a point. With five guessers, one great clue can be worth +15 to you. One sloppy clue can sink the whole room, and you with it.
The Fundamentals
Find the link that covers all three
You always have exactly three targets, so you always want one word that touches all three. Start with the two that obviously belong together, then look for a word that stretches to the third. If WHALE, WAVE and SHELL are your targets, "ocean" or "beach" covers the lot.
Check the Poison before you send
Before you send, read your clue against the Poison and the five other words. If SAND is the Poison, "beach" is a trap: half the room will happily pick it. "Ocean" keeps them in the water. The best clue is not the cleverest link to the targets; it is the one that points away from the Poison.
Two sure picks beat three wild ones
If no word covers all three, aim at the two you can make obvious. Guessers still pick three words, so the third becomes a guess between neutrals (worth 0) and the Poison (worth −1). Make sure your clue gives them no reason to drift towards the Poison.
Techniques That Separate Good From Great
Concrete beats abstract
"Kitchen" is a better clue than "home" when the targets are PAN, FORK and KETTLE. Abstract words spray wider, and the wider your clue, the more likely it lands on the Poison.
Clue for the whole room, not your smartest friend
Everyone picks at the same time, on their own phone, and each phone shows the words in a different order, so nobody can follow a leader or point. Your clue has to work for every guesser separately. A clue that is obvious to everyone beats one that is brilliant to one person, because every guesser who gets it pays you.
Use your re-roll wisely
Once per game you can re-roll: same nine words, new targets and a new Poison. Save it for a board where the targets truly have nothing in common, or where the Poison sits right in the middle of your best idea. Once it is spent, it is spent, even if the new board is worse.
Common Clue-Giving Mistakes
- Forgetting the Poison: a clue that fits the Poison as well as a target costs every guesser who falls for it, and you once for each of them.
- Being too clever: if your clue needs explaining after the reveal, most of the room did not see it.
- Ignoring who is playing: a film reference that half the room has never seen is a coin flip.
- Running out the clock: if no clue arrives in time, the turn goes on with "No clue given". You can still say something out loud, but it rarely ends well.
When You Are Guessing
Every player is mastermind once per round, so you spend most of the game guessing. The same logic applies in reverse: ask which three words fit the clue, then ask which word the mastermind was clearly steering you away from. That one is often the Poison.
With only two players there is no winner: both of you always score the same, so it becomes a co-op chase for the best total. With three or more, your clues and your guesses count equally, so a strong clue-giver who guesses badly rarely wins.
Want to try the playbook? Open Think Sync on your screen and see if your first clue gets the whole room to 3/3. (It probably will not. That is the fun.)
Frequently asked questions
How do you give a good clue in Think Sync?
Find one word that links all three targets, then check it against the Poison and the other five words before you send it. Concrete clues beat abstract ones, and a clue that points away from the Poison beats a cleverer one that might land on it.
How does scoring work in Think Sync?
Each guesser picks three words. Every target they pick is +1 for them and +1 for the mastermind; the Poison is −1 for both; the other words are worth 0. So the mastermind scores for every guesser the clue works for, and loses a point for every one it sends to the Poison.
What is the re-roll in Think Sync?
Once per game, the mastermind can re-roll their board: the nine words stay, but the three targets and the Poison are drawn again (never the same three targets). Save it for a board with no workable link, because it cannot be undone.
How many players do you need for Think Sync?
Two to twelve. With two players both of you always score the same, so it plays as a co-op chase for the best total; from three players everyone competes, and each player gives one clue per round.