Clock It

A play lands. Clock the tell before it shows.

Eight plays, each one a move someone just made. In three seconds, pick the tell that gives it away. Clock it fast and it counts. End with your speed-read card.

A hunch is not a clock. The clock is the read that lands first.

Play 1/8
Clocked 0
Score 0
Read It Before They Know
A play lands. One of the four tells gives it away - the repeat, the over-move, the gap, the clean-up. Pick the tell before the three seconds run out. A slow read is just a hunch.
Your Speed Read

About Clock It

Clock it is the 2026 word for the moment you see through someone before they know you saw. It is the active half of the clocked family - clocked is being read, clock it is doing the reading. A slow read is just a hunch. The clock is the read that lands the instant the tell shows - the "I have it, you did not" move. The game is whether you can catch the right tell before the three seconds run out.

How to Play

Eight plays, each a move someone just made. In three seconds, call the tell that gives it away - the repeat, the over-move, the gap, or the clean-up. Clock it fast and it counts. End with your speed-read card and how many times you read the tell before it showed.

Related Guides