Chargement...
One profile, seven reveals: red flags and green flags. You rate each one on its own, from 0 to 15, and the person gets the average of all seven. The game doesn’t ask whether a behavior is serious in the abstract — it asks what it costs them in your eyes, or what it earns them.
Each reveal comes as a sentence: “It’s a 10, but…” for a red flag, “It’s a 10, and on top of that…” for a green flag. You say what the person is worth based on that alone, starting from 10. Then the next reveal arrives, and the slider resets to 10.
A red flag pulls the score down. A green flag can push it above 10, all the way to 15: a 14/10 is a quality that truly won you over. After the seventh reveal, the seven scores merge into one: the average, which becomes the person’s score. A 0 weighs heavily, but it doesn’t end the round.
Judging a single flaw is simpler and more honest: you’re not asking what the other six are worth, you’re asking what this one is worth. Every score becomes comparable from one player to the next.
The average does the rest. It shows what a single sentence can do to a profile — and how many good qualities it takes to make up for it. That’s why the score can go above 10: on a scale that stops at 10, a quality rated on its own could never earn anything.
Two players can land on the same average by opposite routes: one gave 6 across the board, the other gave six 7s and a 0. The number doesn’t tell them apart — the seven scores do.
That’s why the game shows the math rather than just the result, and points out the reveal that cost the average the most — and the one that added the most.
Some reveals describe behaviors that, outside the game, amount to violence or coercive control. The playful format doesn’t make them any less serious. If one of them echoes what you’re going through, the self-assessment tools in our resources section are designed to help you see things more clearly.
If you are in immediate danger in France: 17 (police emergency), 3919 (helpline for women facing violence, free and anonymous), 119 (children at risk). Anywhere in the EU, 112 also works.
Seven: five red flags and two green flags. Enough for the average to mean something, few enough to move quickly from one profile to the next.
Because green flags need to be able to earn something. Every profile starts at 10: a flaw pulls it down, a good quality can push it up to 15. So a profile can end up at 12/10.
Nothing stops: the 0 counts toward the average like any other score. It just weighs a lot — next to a 10, it takes nearly a point and a half off an average of seven scores.
No. The first name, the age and the reveals are pieced together at random from a catalog of statements written in advance. No profile matches anyone.
Not within the same session: reveals you’ve already rated are left out of the next draws until the catalog runs out.
No. The game asks for no account and no email address. Scores are sent anonymously to feed the leaderboard of reveals.