Spin the Bottle — Rules
Goal
Create a quick shared party moment. Add the players, spin the bottle, and let Cubiri choose who takes the next challenge.
Set up the game
- Add at least two players and check that every name is easy to recognize.
- Place the phone where everyone can see it and leave enough space around it.
- Choose the challenge intensity that suits the group before starting.
How a turn works
- The current player spins the bottle.
- The bottle selects another player.
- Cubiri shows a challenge for the selected player.
- After the challenge is completed or skipped, continue to the next turn.
Challenges and skipping
Challenges are prompts for fun, not commands. A player may skip anything uncomfortable, unsafe, inappropriate, or impossible without needing to explain why.
Keep it fun
- Agree on boundaries before playing.
- Do not pressure anyone to participate or reveal personal information.
- Avoid dangerous actions, unwanted contact, humiliation, and recording without permission.
- Stop or lower the intensity if the group is no longer enjoying the game.
Use the selection as a turn cue
After the bottle selects a player, read the displayed challenge together. A simple practice challenge is “Describe your day using three gestures.” Selection gives that player a turn; it does not oblige them to accept contact or any uncomfortable task.
Make a shared screen easy to read
Use recognisable player names and keep the phone visible to everyone. Check the audience and intensity before spinning. If a challenge needs space or equipment your group does not have, skip it and continue instead of improvising an unsafe substitute.
Try a neutral first turn
For a new group, practise naming three favourite foods before choosing personal prompts. Read the selected challenge aloud and allow the chosen player to skip. Someone changing their mind after the spin is a normal part of play, not a penalty.
Keep a clear path between players and the phone. The animation selects a turn; it does not instruct anyone to move toward or touch another person. Edit similar player names before the next spin so nobody has to guess who was selected. Stop if the group cannot agree on a comfortable challenge level.

