20 QUESTIONS GAME GUIDE
Ask the question that narrows the shelf.
Each answer should remove possibilities. Compare the remaining objects before choosing a question, then make your guess when the clues point to one.
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Know your twenty steps.
Each asked question and confirmed guess costs one step. A suggested helpful question costs two. Tapping an object first opens a confirmation, giving you a chance to keep thinking before spending a guess.
Ask about the pictured object.
Questions describe the specific illustrated objects on the shelf. Choose a yes-or-no question from the suggestions or the question list. A broad property can help separate many suspects early in a case.
Keep a visible trail.
Your clue history remains on the desk. Cross objects off yourself or turn on Show only objects matching the clues. On a narrow screen, switch between Questions & clues and The 24 objects.
Solve a single mystery, then improve.
A win within eight steps with no wrong guesses or hint earns three badges. Other wins within fourteen steps earn two; longer wins or a two-step hint earn one. Journey contains twenty-four cases. Best results stay, and replays do not duplicate rewards.
Two boxes, one clue trail.
Double Mystery chooses two different objects. Each answer counts the original pair: Neither means zero, One means exactly one, and Both means two. A found treasure stays visible; later clues still count it. Find both within twenty steps. Confirm one object at a time for one step each.
Build your double-mystery casebook.
The twenty-four objects make 276 pairs. New pairs prefer ones you have not solved and avoid an immediate repeat. Solve within twelve steps without hints or wrong guesses for three badges; other wins within seventeen steps earn two, and longer or hinted wins earn one. Each pair keeps its best result. Single mysteries and their rewards stay separate.
Ready for another game? See how the daily mystery works.
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