When the timer runs out the turn is finished. When one of the GUESSERS shouts out the correct answer, the DESCRIBERS quickly take the next card and repeat the process using the SAME category. A member of an opposing team then sets the appropriate timer.Ī DESCRIBER immediately takes a card from the front of the pack and describes the relevant colour word or phrase to their own team. The sides are numbered 3 - 8 and this determines the team's BONUS TARGET. The segment's timer icon gives the time allowed for this turn.Ī team's turn begins when one of their DESCRIBERS rolls the BONUS DICE. For instance the START position shows 'HOME LIFE', so a team's very first turn would involve the pale brown card entries only. The colour and name of the segment on which the team's playing piece sits shows which category of words is to be described. If the icon shows two red timers, the 20 second timer is turned over when it first runs out, giving the team 40 seconds in total. If the icon is blue, the 30 second timer is used instead. If the icon is red, the 20 second sand timer sets the limit for that turn. THE TIMERSĮach segment on the board is marked with a timer icon. Once familiar with the game, teams may wish to use only one DESCRIBER. No matter how big the team, there are never more than two DESCRIBERS at a time. On its turn, the current team divides itself into DESCRIBERS and GUESSERS.Įvery player must take their turn at being a DESCRIBER during the course of the game. Players divide into teams - two larger teams are better than several smaller teams.Įach team selects a playing piece and puts it on the 'START' segment. Unfold the board and place the two sand timers in the centre. Teams compete to be the first round the board by guessing words that their team-mates describe during turns that vary in length.
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