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The FroGames Card
The Bouncer watches you. You whisper a word. He shakes his head, marking something on a scale. The others observe, taking notes. Someone knows what you're looking for. Someone else tries to understand what you're all looking for.
WHAT IT'S ABOUT
A door with no sign, a bouncer with no mercy
Paolo Bianchi, Italian designer of the party game Feel Like a Fool, signs for Cranio Creations a verbal deduction game that revolves around an unusual mechanic: guessing a secret word by observing how close your hypotheses are, without ever hearing a yes or no. Set in front of a speakeasy, Knock Twice mixes deduction, bluffing, and asymmetric roles in fast-paced four-round games.
Each turn, one player becomes the Bouncer and chooses a Password linked to a word printed on their Invitation card. The others are divided into Customers, who see the word and must guess the Password, and an infiltrated Detective, who does not see it and must deduce it by listening to the attempts of others and the reactions of the Bouncer. After each wrong attempt, the Bouncer marks the proximity on a five-step scale. The Customers narrow the circle, the Detective builds their theory, and whoever guesses first takes the Bouncer's place.
What they say abroad
"At the end of the city's most chaotic street sits a door with no sign, no hours, and no mercy."
— Cranio Creations
Cranio Creations brings its trademark accessibility and unmistakable style to verbal deduction party games as well.
— FroGames
Knock Twice
The ingredients for the evening
What you find in the box
Invitation Cards
Each card has a word printed on it visible to everyone except the Detective. The Bouncer uses it as a basis to choose the secret Password for that round.
Proximity Scale
Five steps to mark how close each wrong attempt is to the Password: ice cold, cold, lukewarm, warm, piping hot. The Bouncer marks after each mistake.
Cocktail Tokens
Victory points earned by guessing quickly or by making the word last the right amount of time. At the end of the game, whoever has the most wins.
Rotating Roles
Everything changes each round: who was a Customer becomes a Detective, whoever guesses becomes the Bouncer. No one stays put for too long.
🎲How to playThe rules in four steps▼
How to play
The flow of each round
Four quick phases that repeat until someone guesses or the round expires.
The Bouncer looks at the word on their Invitation card and secretly chooses a related Password. They write it down on a hidden slip of paper. The Clients see the Invitation word, the Detective does not.
Clients take turns saying a word they think is the Password. If they are wrong, the Bouncer marks the proximity on the scale (freezing, cold, lukewarm, warm, boiling). No other verbal clues.
At predetermined intervals, the Detective can attempt to guess the Invitation word (not the Password). If successful, they earn points and end the round. Otherwise, the game continues.
Whoever guesses the Password first collects Cocktail tokens and becomes the new Bouncer. The others rotate: someone becomes the Detective, someone a Client. The next round begins.
⏱️Your first gameThe chronicle, moment by moment▼
A game in five moments
What happens at the table
Not the rules. The experience.
The door opens
The first Bouncer looks at their Invitation card, thinks of a Password, and writes it down in secret. The Clients see the printed word. The Detective does not. The first attempt begins: someone says a random word, the Bouncer shakes their head and marks "freezing" on the scale.
Clients close in
After three or four wrong attempts, the scale begins to rise: lukewarm, warm. The Clients understand the direction and begin to converge on the correct word. The Detective listens to everything and takes notes, but doesn't have enough information yet to figure out the Invitation word.
The Detective enters the game
Mid-round, the Detective has their first checkpoint: they can make a blind attempt at the Invitation word. If they guess correctly, they earn extra points and the round ends. If they are wrong, the Clients continue and they must wait for the next checkpoint.
Someone gets it
A Client finds the exact Password and shouts "I'm in!". They collect Cocktail tokens, the Bouncer earns some (because they made the game last long enough but not too long), and the one who guessed becomes the new Bouncer for the next round.
End of the evening
After four rounds, the tokens are counted. The one with the most wins. But at the table, people are already talking about the most absurd passwords and the wildest guesses. Someone immediately asks for a rematch.
🐸Good to know beforeThree honest things, from friends▼
Good to know before
Three things you need to know
Depends on the words
If the group lacks linguistic harmony or verbal creativity, the game stalls. Passwords that are too cryptic kill the rhythm, while those that are too obvious remove tension. You need a table that speaks the same language (literally and metaphorically).
The Detective might feel left out
For half the round, the Detective just listens. If you don't have patience or prefer to always be active, that role will weigh on you. Rotation helps, but some players hate being on the sidelines even for a few minutes.
Scales poorly below 4 players
With 3 players (the minimum allowed), the asymmetry is weak and deduction loses depth. The game really opens up with 5 or more, where the Detective has enough material to deduce and the Clients start to bluff among themselves.
🏆Victory and defeatWhat the ending rewards▼
How it ends
How to win and how to lose
After four rounds, the Cocktail tokens are counted. The player with the most wins.
Earning tokens
- Guess the Password first as a Client: the earlier in the round, the more tokens you receive
- As the Bouncer, have the Password guessed after a "right" number of attempts: neither too early (few points) nor too late (zero points)
- Guess the Invitation word as the Detective during a checkpoint: extra bonus and immediate round end
Coming up empty
- As a Client, never guess first: no tokens in four rounds
- As the Bouncer, choose impossible passwords: no one guesses and you score no points
- As the Detective, miss all checkpoints: you observe without ever capitalizing
Knock Twice lives and dies by group chemistry. If at the table people talk, listen, and laugh at absurd hypotheses, it works. Otherwise, it's just an empty word game.
📦In the boxComponents and materials▼
- 96 double-sided Invitation cards
- 1 Invitation envelope
- 1 re-writable Password board
- 1 dry-erase marker
- 1 re-writable game board
- 50 Cocktail tokens
- 4 Round tokens
💬Frequently asked questionsQuick answers before checkout▼
Frequently asked questions
FAQ about Knock Twice
Does it work well with 3 players?
Technically yes, but it loses its bite. With 3 players, the asymmetry is weak: one Bouncer, one Client, one Detective. Deduction becomes too linear, and the interaction between multiple Clients observing each other is missing. The game really opens up with 5 or more players.
How long does a full game last?
Four rounds in about 20 minutes total. Each round can end in 3-5 minutes if someone guesses quickly, or drag on a bit longer if the Password is cryptic. The pace is rapid, ideal as a filler or evening aperitif.
What mechanics does Knock Twice use?
Asymmetric verbal deduction with proximity scale feedback. The Bouncer uses a mechanic similar to verbal Mastermind (they mark how close you are without saying why), Clients engage in collaborative competitive deduction, and the Detective works with partial information and indirect inference.
Do you need to know English or other languages?
No. The game works in any language spoken by the group: the Invitation cards have written words, but you can also play without them (as long as the Bouncer thinks of any word and communicates it to the Clients). The important thing is that everyone shares the same cultural vocabulary.
Is it available in Italian?
Yes, this is the Italian edition published by Cranio Creations. Rules and materials are in Italian. The Invitation cards will feature Italian words (or neutral ones, to be confirmed upon publication).
The people behind the game
Who invented it, who designed it, who publishes it — and what else they've done.
Knock Twice is an asymmetric verbal deduction party game for 3-8 players designed by Paolo Bianchi and published by Cranio Creations. In 20 minutes of gameplay, participants take turns in the roles of Bouncer, Clients, and Detective, trying to guess secret passwords linked to words printed on Invitation cards. The Bouncer marks the proximity of each attempt on a five-step scale, the Clients close in, and the Detective deduces the Invitation word without ever seeing it. Ideal for groups aged 10 and up who enjoy word games, bluffing, and asymmetric deduction. Available on FroGames.it.

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Frequently Asked Questions
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