How to Play JUST SAY STOP!
A competitive party game for two teams, combining hidden information, bluffing, social challenges, and nerve. Designed for 4-16 players and recommended for ages 16+. Full consent and safety guidance appears at the end of this page.
1. The goal
JUST SAY STOP! is played by two teams. There is no score, timer, or fixed number of rounds. Teams search for the other team's hidden Jewels, complete challenges, and try to outlast each other.
The game ends when one team chooses to surrender and says STOP! That team loses and the other team wins. Bluffing and playful psychological pressure are part of the game, but harassment, threats, coercion, and ignoring a player's boundaries are never part of it.
2. Players and components
Split 4-16 players into two roughly equal teams. An extra player may moderate or spectate.
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Battle Cards: the main action deck. Fourteen per team form each 4 x 4 grid.
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Jewel Cards: each team hides two. Colour does not affect play.
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Challenge Cards: a shared face-down pile used after a team loses both Jewels.
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Optional Cards: Drink, Food, and Clothes cards may be mixed into the Challenge pile only after everyone agrees on safe meanings.
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Bonus Cards: one green and one red card used for the Bonus Game.
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Reverse Card: one per team, usable once per game to redirect a Challenge.
3. Setup
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Agree on boundaries first. Decide which Optional Cards will be used and what each one means. Any player may remove a category without debate.
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Choose only a light, non-monetary stake if you want one. Safe examples include choosing the next song, picking the next game, or receiving a snack. Do not use money, alcohol, unwanted posting, public forfeits, pain, nudity, or humiliation.
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Build the grids. Shuffle the Battle Cards and deal 14 to each team. Give each team two Jewels. Each team privately arranges its 14 Battle Cards and two Jewels as a 4 x 4 face-down grid. Once set, the grid stays in place unless a card says otherwise.
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Build the shared piles. Shuffle the agreed Challenge and Optional Cards together. Place the green and red Bonus Cards face-down beside them. Each team keeps its Reverse Card.
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Choose who begins. Agree freely or use a coin flip.
Optional Card meanings: Drink should mean a small sip of a non-alcoholic drink by default. Alcohol may be used only when every player is of legal drinking age, freely opts in, and nobody will drive. Food must be allergy-checked and safe. Clothes means one removable outer layer or accessory only, never underwear, swimwear, or anything a player is uncomfortable removing.
4. The Jewel Search phase
On your team's turn, choose one face-down card from the opposing team's grid and flip it. Resolve the instruction fully, including any chain reaction, then pass play to the other team. Revealed cards stay face up.
Card footers explain who decides:
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Choice is YOURS: your team may carry out the effect or decline.
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Choice is NOT yours: the effect is mandatory within the game mechanics. It never removes a player's right to refuse personal participation or stop play.
When both of a team's Jewels are found, or a card forces the round to end, that team moves to the Challenge phase.
5. The Bonus Game
A Play BONUS card uses the two face-down Bonus Cards.
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Mandatory Bonus: the opposing team chooses a card for you. Green means nothing happens and play continues. Red means your team loses the round and moves to the Challenge phase.
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Optional Bonus: your team chooses whether to risk it. If you play, choose one card. Green makes the opposing team lose one Jewel; red makes your team lose one.
After resolving the result, set the Bonus Cards aside and resume normal play.
6. The Challenge phase
When a team loses both Jewels, it draws the top card from the Challenge pile. The card identifies whether the challenge is Solo, Duo, or Team.
If the card does not name a performer, the team chooses who is comfortable and best suited. Never force a challenge on an unwilling player. A teammate may volunteer to take another player's place. The group may also agree on a safe modification that keeps the spirit of the challenge.
If nobody wants to perform the challenge, the team may forfeit the round or end the game by saying STOP. There is no other penalty.
After a completed challenge, both teams rebuild their 4 x 4 grids and return to the Jewel Search phase.
7. The Reverse Card
Each team has one Reverse Card and may use it once per game to redirect a Challenge it does not want to perform.
- Team A plays its Reverse and sends the Challenge to Team B.
- Team B may use its unused Reverse to send it back once.
- A Challenge may be redirected only once. The receiving team may perform it, safely modify it by agreement, forfeit the round, or say STOP.
The Reverse Card does not affect Battle Cards, Bonus results, or Optional Card actions.
8. Winning
The game ends when one team says STOP, whether because it has had enough or does not want to continue a challenge. That team loses and the other team wins.
If you agreed on a safe, light prize before the game, the winning team receives it. Nobody owes money, alcohol, private information, physical contact, online posts, or a humiliating consequence.
9. Safe house rules
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Set the intensity together. Use fewer Optional Cards for a lighter game, and remove any category that does not suit the group.
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Check food first. Ask about allergies, intolerances, choking risks, and dietary restrictions. Never use extreme spice or unknown ingredients as pressure.
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Protect privacy. A call, text, photo, livestream, or social post requires permission from every affected person, including anyone outside the game. Use a fictional or offline version if permission is unavailable.
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Keep movement controlled. Clear the floor, avoid contact, keep distance, and do not perform blindfolded strikes, falls, holds, or stunts.
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Respect the first no. Do not negotiate with someone's boundary. Draw another card, modify the challenge, or move on.
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Keep the core loop. House rules may change the intensity, but the game remains: find Jewels, complete agreed challenges, and outlast the other team.
10. Filming or entering a JUST SAY STOP! Giveaway
Normal home play is not automatically a Giveaway entry. Official Giveaway videos require an approved creator, advance informed consent from every identifiable participant, signed releases, age and location eligibility, safe conduct, and publication through an eligible official channel.
Do not secretly film an approach or interaction. Explain the project before recording. For the current creator programme, visit Get Paid to Create. For prize eligibility and scoring, read the Official Monthly Giveaway Terms.
One final rule: have fun, look after each other, and respect STOP immediately.
Consent and safety always come first
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Any player may skip, modify, or stop a challenge at any time without explaining why. A card marked mandatory is mandatory only within the game rules; it never overrides personal consent.
- No player may be pressured to drink alcohol, eat food, remove clothing, reveal private information, contact another person, accept physical contact, or do anything unsafe, illegal, humiliating, discriminatory, or sexually inappropriate.
- Do not use money, alcohol, dangerous acts, or public humiliation as a prize, bet, or consequence. Keep any optional stake light and non-monetary.
- Do not film, photograph, livestream, post, or share any person, message, call, or reply without that person's clear permission. Do not include identifiable bystanders without consent.
- Challenges must not involve force, fighting, restricted breathing, blind movement, unsafe objects in the mouth, dangerous food, driving, weapons, fire, or damage to property.
- If anyone is under the local legal drinking age, remove all alcohol from play. Non-alcoholic drinks work for every Drink card.