Object of the Game
To be the first team round to the FINISH segment. Progress is made by correctly
guessing what your team mates are describing.
Preparing to Play
Unfold the board and put the arrow spinner in the centre hole. Players divide
into teams of two or more. The more players per team the better. If for example
there are eight players two teams of four is better than four teams of two.
Each team select one playing piece and put it on the start segment. By common
consent decide which team will start.
Each turn team members are nominated DESCRIBERS and GUESSERS. All players MUST
take their turn at being describers. No matter how big the team, there are never
more than two describers.
- Teams of 2 players have 1 describer and 1 guesser
- Teams of 3 players have 2 describers and 1 guesser
- Teams of 4 players have 2 describers and 2 guessers
Advanced players may wish to have only 1 describer per turn, whatever the team
size. This should be decided at the start of the game.
Playing the Game
Play begins when the timer is up ended. The describers take a card from the
front of the pack and describe the entry corresponding to the segment on which
the team's playing piece sits. As the start position is on the OBJECT segment
each team starts with this category.
When a team member shouts out the correct answer the describers quickly take
another card and repeat the process, using the SAME category.
When the timer runs out, the turn is finished. The describers count the number
of cards that were correctly guessed and move their playing piece forward that
many segments. Play passes on to the next team UNLESS you land on a CONTROL
or SPIN segment (see below for details).
Describers must be careful not to break any of the description rules (see below).
If they break one of these rules they forfeit the turn.
When a team reaches the FINISH segment, the DESCRIBERS on that team must describe
a CONTROL entry to everybody playing. TO WIN their team must be the first to
guess it correctly. If they fail they wait until their next turn to try again.
While they are waiting other teams can move them back with their SPIN BONUS
When describing you MUST NOT:
- Say what letter the word starts with, or how many letters it has.
- Say the word or any derivative eg. if the word is "post" you may
not say "postage" or "postman"; for "swim" you
may not say "swimmer" etc.
- Use "rhymes with" or "sounds like" type clues.
When describing YOU MAY:
- Choose to PASS and not play a card - but only once each turn.
- Gesticulate, act, mime (NOT mouth the word).
When a team lands on a white CONTROL play does not pass to the next team. Instead,
the DESCRIBERS who have just been describing, take another card and describe
the entry marked with a CONTROL to EVERYBODY playing.
There is NO TIME LIMIT. The team which shouts the answer first get the next
turn. If the same team has a second turn, their next describers take their turn.
After the CONTROL winners' turn, play passes on to the next team as if that
had been their normal turn.
If two teams shout the answer at the same time, another card is taken and the
CONTROL entry is described.
If a playing piece piece lands on a segment which extends into the centre of
the board (ORANGE or RED), the team spins the spinner to win bonus places.
If the spinner stops on:
- WIDE GREEN SEGMENT you can move your playing piece forward TWO segments,
or an opponent's piece BACK two segments.
- NARROW GREEN SEGMENT you can move your playing piece forward THREE segments
or an opponent's piece back THREE.
If the spinner points to an orange or green segment no bonus is won, however
if there is any doubt at all because the arrow points to a line, spin again.
CONTROL & SPIN EXCEPTIONS
CONTROL and SPIN segments only count if landed on as a result of guessing descriptions
correctly. If landed on as a result of a SPIN bonus, no action is taken. On
the next turn the CONTROL, ACTION or RANDOM entries are used as appropriate.