Pick a game. Send the code. Start causing problems.

From “what now?” to first round
Four moves. No downloads, no accounts, and no passing one phone around the table.
- 01
Someone has an idea
One brave soul opens friendship.rocks, picks a game, and creates a private room. A hero is born.
- 02
Share it however you can
Send the link, scan the QR, or write the five-character code on a napkin. We respect all invite technologies.
- 03
Join. Ready up. Pretend you’re prepared.
Everyone picks a nickname, enters the lobby, and hits Ready. When the table is in, the host starts the game.
- 04
Play, score, do it again
Cards, bluffs, clues, drawings, votes, and secret roles stay on the right phones. The jokes, accusations, and rematches stay at the table.
Made for one table
Your phones do the admin. Your group does the nonsense. We send private roles, secret words, cards, timers, votes, and scores to the right screens — but we don't police the table. Don't peek, don't spoil the word, and don't be the person who ruins the rematch. We trust you. Mostly.
What you need
3–12 people, depending on the game
One phone per player, modern browser
A decent internet connection
Ready when you are
Put the first round on the table.
Pick a game, open a private room, and send the code to your friends.