How it plays
Everyone sees the same topic card. Secret code cards and dice identify one word on it for all players except the Chameleon, who must pretend to know it. Each player says one related word, then the group discusses the clues and votes on whom to accuse.
A wrong accusation lets the Chameleon escape. Finding the impostor is not enough by itself: the caught Chameleon still gets a chance to name the secret word. Your clue therefore has to convince the group without making the answer obvious to the person listening for it.
Decisions you’ll make
Use an association you can explain if challenged, while considering what it tells someone who only knows the topic. The safest clue for your own defence can make everyone else’s job harder.
As Chameleon, listen for connections between earlier clues. Blending in with a broad clue buys cover, but a vague answer can also draw the vote toward you.
Learning the game
Light: give one clue, discuss, vote, and allow a final guess when the Chameleon is caught.