| add-word | The word and hint fields, filled, with the keyboard up. |
| card | The face-down hand-off gate: one card, one name, swipe up. |
| civilian | The card lifted: four players in five see the word. |
| custom | The player's own pack. Free, and never leaves the phone. |
| hold | The word held up while a finger stays down. |
| how-to-play | The only rules page in the product. |
| imposter-no-hint | The imposter card with the hint toggle off — all you get is the pack. |
| imposter | The card lifted on the one player who is faking it, with a hint. |
| last-ten | The clock's final ten seconds: the ring goes white and stops. |
| packs | Ten packs, multi-select, with the player's own pack as a row. |
| paywall | Seven more packs, one payment, and none of the category's dark patterns. |
| players | The names, as a sheet reached from Setup and returning to it. |
| promise | The product's entire positioning, given a screen of its own. |
| purchased | All ten unlocked, and where to get it back from. |
| recheck | Pick your own name to see your word again. |
| restore-failed | A restore that found nothing, with three plain causes and a way out. |
| restored | The Promise, reached by a reinstall that already holds Pro. |
| result | The word, then who was faking it. No winner declared. |
| settings | Ownership, restore, haptics — and the promise repeated at the top. |
| setup | The launch route. Five rows, two of which drill down, and one button that deals. |
| splash | The black hand-off between launch and the first screen. |
| talk | Going round, one word each, on a clock that decides nothing. |
| two-imposters | The same reveal when the round was dealt two imposters. |
| untimed | The talk phase with the clock switched off. |
| welcome | First launch. One job: say what the game is in a sentence a person can repeat. |