
How to play Tunel
Tunel is a free browser party game with secret roles for 3 to 10 players. Most of the group builds a route to the goal together, while someone among them is secretly ruining everything. No sign-up: enter a name, share a room code and play. Voice chat is built in.
▶ Play for freeAt a glance
- 3–10 players, a 10-minute quick game or a 20–40 minute full game (3 rounds).
- Runs in the browser on phones and computers, no install, no sign-up.
- Add bots if you are short of friends.
- Friends can watch the game with a spectator link.
Roles
At the start of each round everyone secretly gets a role: an ordinary member of the group or a “bad guy”. There are more role cards than players, so nobody knows exactly how many saboteurs are in play — there may even be none.
| Players | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|---|
| Bad guys (max) | 1 | 1 | 2 | 3 | 3 | 3 | 3 | 4 |
| Cards in hand | 6 | 6 | 6 | 5 | 5 | 4 | 4 | 4 |
Board and goal
A start card lies on the left, three face-down goal cards on the right. One hides the real goal, two are blanks. The group wants a continuous route from the start to the goal; the bad guys want to stall until the cards run out.
Your turn
- Build the route. Place a path card so all its sides match the neighbours and the route leads continuously from the start. Cards can be rotated. Dead ends look like roads but lead nowhere. A Cistern is a crossroads with an underground passage: all cisterns are connected, and once the route reaches one, the next can be placed on any cell.
- Play an event. Trouble blocks another player: until it is fixed, they cannot place paths. Help fixes trouble for anyone, including yourself. Scouting lets you secretly peek at one goal. Block removes any path card from the board.
- Discard a card.
- After any action, draw a card from the deck.
End of round and scoring
- Goal found — the group wins. One point card (worth 1–3) is turned up from the points deck for each winner and handed out from highest to lowest: whoever completed the route gets the most valuable one, then the other winners in reverse turn order. Everyone gets exactly one card.
- Cards ran out — the bad guys win: a lone one gets 4 points, two or three get 3 each, four get 2 each. If there were no bad guys this round, nobody scores.
- A full game lasts three rounds; the most points wins. Full games with three or more people count for the leaderboard.
Talking
Talking is the heart of the game. Discuss moves, suspect, bluff — in the chat or by voice. If the host enables it, the bad guys get a secret chat.
Scenarios

Party at RASKO's
Evening Istanbul, three doors and an address nobody quite remembers.

Surprise Cake at Tulip Mall
A glass roof, escalators, crowds of shoppers and a cake the birthday boy mustn't see too soon.

Barbecue in the Park
Sunday, the park, and every grill taken by a family of twenty.

Cats & the Eye of the Bosphorus
The maze of the Grand Bazaar, old locked shops and a ruby that legends purr about.

The Sky over Galata
A legend of a comet, a star atlas and the man who flew over the Bosphorus.

Night in the Cistern
An underground palace, a forest of columns over dark water and the mystery of two Medusa heads.

The Tulip Festival
The Tulip Era, a night garden lit by candles and a bulb that blooms once in a hundred years.
FAQ
Do I need an account?
No. Just enter a name and create a room or join by code.
How much does it cost?
The game is free.
Can I play on my phone?
Yes, it runs in the browser on phones, tablets and computers.
Can two people play?
You need at least three participants, but bots can fill the missing seats.
How do I invite friends?
Create a room and send the link or the four-letter code.