What leaves this page
No tracking cookies, no analytics, no ads, and an account is optional: everything can be played without one. The single game, the local draft and the identikit on your own are static files your browser downloads: they work offline and send nothing to anyone — except, with sound on, the two team names for the commentator’s voice, below.
The networked modes are the exception, and it should be said plainly: the private tournament, the online tournament, the highest of the six and the identikit duel need a server to hold the players together. That server receives the name you choose, the game code and your moves — the stickers you place, the stat you bet on, how many guesses you got wrong. The other players see your name. As a guest it asks for nothing else: no addresses, no contacts.
The online tournament has one difference worth knowing before you walk in: you do not choose who you play. The room is public, so the team name you type is read by strangers — not only by the people you would have dictated a code to. It stays the only thing they know about you, and it goes when the game does.
One thing it does see, as any server would: the IP address a request comes from. It is used for exactly one purpose — counting how many games — and how many commentator announcements — are requested from there in an hour, so that a script left running cannot take the game down for everyone. It is stored nowhere, and the counter deletes itself once the hour is over.
The site and the game server run on Cloudflare, which — like any hosting provider — sees the traffic passing through its servers.
The commentator’s voice is the other exception. When two teams are introduced — in the local duel and in the tournaments — and sound is on, the two names go to our server, which sends them to Google (Gemini) to be spoken. Google receives only those two names, and on the free plan we use it may use them to improve its services. The audio stays in Cloudflare’s cache for a month, so the same pair of names is not generated twice: it is the only thing that outlives the game. With sound off, nothing is sent.
As a guest, that data lives as long as the game does and ends up in no archive. Once the game closes, nothing is kept — apart from the voice audio described above.
If you log in with Google, Google tells us one thing only: an anonymous code that recognises you next time. Not your email, not your name, not your picture — we do not ask for them. We keep that code, the name you choose here and, if you set one, your default team name, the results of your games (your browser sends them at the end of each one, and only you can see them), the friends you add and the invitations you send, which expire after a quarter of an hour. The name you choose here is not private: anyone who opens the site can see it in the leaderboards (on the home page and on their own page), next to the results the server has verified: your best single season, your career — with the name of the team you played it with —, duels won against people, identikits solved, your best streak at highest of six, albums completed and missions done. Your album stays private: only how many you completed is shown. To remember that you are logged in we use a single technical cookie, necessary and ad-free, that lasts thirty days. From your profile you can log out or delete the account: everything is deleted, at once.
The game stays inside the browser tab: the seed, the settings and the stickers you have placed, so a reload — or switching language — does not throw it away. It never leaves the tab and reaches no server. Close the tab and it is gone: to find the same game again you need the seed, which is the only thing worth writing down.