Similo – A Co‑op Game of Mind‑Reading and Clues

In a nutshell…

Similo is a compact co-operative card game where players work together as a team to identify a secret character based on silent clues given by one of the team. It is suitable for 2-6 players and takes around 10 to 15 minutes to play.

One player knows which character is the chosen one. They give clues by playing other cards from their hand that are similar to or different from the one they are helping the team to find. The rest of the group uses those clues to eliminate characters they think (hope!) are not correct and to narrow their options down until they must choose between the remaining two.

The aim is to find the correct character before running out of clues.

What I love about it…

Similo is one of my favourite quick games. It is a great conversation starter and creates a shared group dynamic quickly. It is very easy to learn, easy to join in with, and brings chatter and energy into the room.

I love that because people think so differently and give clues in such different ways, experience offers only limited advantage. Every one of us has confidently steered the group to a decision only to find out that we were totally wrong. The time my youngest decided to give a “similar” clue between two very different characters based on shared “cuteness” stands out…

There are several different versions of Similo and they can be combined, which adds a new dimension when the cards have become very familiar. Our go-to set is Animals, for example, but we sometimes mix in our Fables set for variety.

Here are links to the versions we have but there are loads more options out there:

When I use it

Similo is great for a mixed group because there are lots of different ways to play a part and find a role in the team. I reach for it when I want something cooperative but still engaging, when players are comfortable discussing ideas and sharing reasoning, when the group is either small enough to follow each other’s thinking or has some support to make sure everyone is included, and ideally also when there is time to play through the full 5 (quick) rounds.

Why Similo fits the way we play

  • Everyone stays involved: All players contribute to the same decisions, so no one is left out.
  • You can see what is happening as you play: The cards on the table show the current options and clues so far clearly, and players can follow how the group is narrowing them down.
  • Mistakes do not last: If the group removes the wrong card, the round ends and we start again with a new clue-giver.
  • Results make sense: If the group fails, it’s usually still obvious why each clue was given or why the group made the decision it did.
  • Relaxed is the default: There is no formal time constraint – players can take time to think, talk and decide without pressure.

When I am cautious

I picked Similo up when I was looking for a game to play with visiting friends whose children didn’t speak English well. They were able to join in but we found the debate about which cards to eliminate moved too quickly for them, so they either needed the group to move a little slower or they needed a parent to help.

Group dynamics are important for Similo so I avoid it if one player is likely to dominate decision-making. I am also wary if a player will struggle with group failure. Cooperative games generally create collective responsibility for the outcome but if one player has been particularly strongly in favour of a decision that turns out to be misguided it can be a little uncomfortable.

Occasionally a clue-giver might be tempted to change the secret target mid-way to avoid losing and I’ll offer a gentle reminder to be consistent about clues pointing to just one card.

If Similo is not working for the group, I consider switching to:

  • Bandido for a simpler collective puzzle experience
  • Sushi Go! for a similar shared focus but much less intensity.
  • No Thanks! when players prefer individual decision-making but still enjoy a little tension

Variations

Group dynamics: I sometimes ask my older children to let less experienced players lead the (easier) decisions in early rounds. We sometimes allow a new clue-giver more cards to choose their clues from. With a very inexperienced group I might allow the clue-giver to hint at what they are thinking with each clue – but not for long because part of the fun is the confusion over their decisions.

The mix and match element can help add challenge and variety. One particularly diabolical option is to use one pack for the cards laid out and another for giving clues.

Alternative use for the cards: I use the same Similo card pack in other ways too, which is one of the main reasons why it comes everywhere with me. My favourite is to play “What am I?” (aka 20 questions), which is great for confined spaces and still works with multiple players.I’ve sat on many buses with a card plastered to my forehead trying to work out whether I’m a red deer or a red squirrel.

In short

Similo shifts the focus from individual play to shared divination, collective decision-making and the relief of being wrong together. It is simple, portable, and works best when the group is ready to think together as a team.

Some links in this post may be affiliate links. I only link to games I already use.


One response to “Similo – A Co‑op Game of Mind‑Reading and Clues”

  1. […] Similo is a cooperative deduction card game where players work as a team to identify a secret character based on silent clues given by one of the team. It’s simpler and quicker than Dixit, but like Dixit it asks players to use illustrated character cards to give clues, and success depends on understanding how other people interpret images and the connections between them. […]

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