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Dicendo

Dicendo Rulebook

Table of Contents

Table of Contents

  • Contents
  • Setup
  • Game Overview
  • Turn Structure
    • A. Two different numbers
    • B. Two identical numbers
    • C. A number and a smile
    • D. Two smiles
  • The Show Must Go On
    • As the Composer, You May Not…
    • Important
  • Bonus Turn
    • Important
  • End of the Game

Contents

  • 100 Word cards
  • 100 Bonus cards
  • Gameboard
  • Sand timer (30 seconds)
  • 2 pawns
  • 2 dice

Setup

  1. Split up into two teams, preferably with an equal number of players: the Purple Team and the Orange Team.
  2. Players from the two teams sit around the table in alternating order (Purple-Orange-Purple-etc.). If there is an odd number of players at the table, two teammates will sit next to each other.
  3. Make sure that all the Word cards are facing the same way, with either the Green side or Yellow side up, then shuffle both decks (Word cards and Bonus cards) and place them in the center of the table with the gameboard, the sand timer, and the dice.
  4. Place both pawns on the checkered space of the gameboard.
  5. Each team rolls a die: the highest roll starts the game! (The smile face is the highest value.)

Game Overview

Teams take turns, rotating through all their players, one at a time.

When it is a player's turn, they take on the role of the COMPOSER.

Based on the roll of the dice, the Composer must get their teammates to guess the words on a card by using only a limited number of words.

Each word guessed correctly earns points for their team.

The first team to reach the finish line wins!

Turn Structure

On your turn, you are the Composer. First, roll the dice. The result of the roll determines which two words you must get your team to guess and exactly how many words you must use to describe them.

IMPORTANT! The number of words you are allowed to use for a definition is always exactly equal to the number for that word on the card.

For example:

  • Word No. 1 requires a one-word definition.
  • Word No. 2 requires a two-word definition.
  • ...and so on!

Here is how to interpret your roll:

A. Two different numbers

If you roll two different numbers, each number indicates which word you must describe and how many words you must use for its definition.

Example: You rolled a "3" and a "4". You must get your team to guess word No. 3 using exactly three words and word No. 4 using exactly four words.

B. Two identical numbers

If you roll two of the same number, increase the value of one die by one. If you rolled double "5s", turn one die to "1".

Example: You rolled "2" and "2". Turn one die to "3". You must now describe word No. 2 (using two words) and word No. 3 (using three words).

Example: You rolled "5" and "5". Turn one die to "1". You must now describe word No. 5 (using five words) and word No. 1 (using one word).

C. A number and a smile

If you roll a number and a smile, turn the smile die to any number of your choice, as long as it creates two different numbers (then follow the rules for case A, above).

D. Two smiles

If you roll two smiles, freely choose the two words for your team to guess. Turn the dice to show the numbers you have chosen. Remember: You must still follow the word count limit. For example, two words for word No. 2. Your team also earns a Bonus Turn (explained later).

After rolling the dice and checking the result, draw the top card from the Word deck. As soon as you flip the card to read it, your opponents must flip the sand timer to start the clock. You have 1 minute to help your team guess your words, until the timer runs out of sand twice.

Read the two words on the card silently to yourself, then choose which one to start with and announce its number to your team. Then, give your definition using only the exact number of words required. No more, no less!

Your teammates can make as many guesses as they want; there are no penalties!

If your teammates cannot guess the first word, you may move on to the second word, making sure to alert them of the switch. If they are still struggling, too bad! You can only wait for them to guess correctly or for the time to run out (The Show Must Go On rules do not apply here, see below).

Example (page callout, "Number Two: Fast Animal!"): "Jaguar!" / "Cheetah!" / "This isn't working: I'll try with the three-word one..." / "A grown plant!"

The Show Must Go On

If you successfully get your team to guess both words and you still have time left, keep going! Without rolling the dice again, choose a new word from the same card, announce its number, and give its definition (still following the word count rule).

You can continue this way until all the words on the card have been guessed or, more likely, until the time runs out. If you see your teammates are struggling, you may decide at any time to switch and provide a definition for a different word on the card.

At the end of your turn, your team earns 1 point for each word guessed correctly. Move your pawn forward on the score track accordingly.

As the Composer, You May Not…

  • Correct yourself or provide more than one definition for the same word. "A fast animal! Actually, no, a fast bird!" ✗
  • State a nonsensical phrase or use disconnected words. "Animal fast fly" or "Wings beak fast." ✗
  • Add extra words or explanations after giving your definition. "A fast animal! …I'm taking a risk here, but I think you'll get it." ✗
  • Mime or sing (though you may quote song lyrics).
  • Say the target word in any language. "You have to guess águila." (= "Eagle" in Spanish.) ✗
  • Use any part of the target word. Word: Composer. 4-word definition: "An expert at compositions." ✗

Important

  • If you break any of the rules, that word is invalidated. If it was your first word, you may still try to get your team to guess the second word, but you cannot proceed to The Show Must Go On. If it was your second word, your turn ends immediately. If a violation occurs during The Show Must Go On, you may move on to another word, provided there are any remaining on the card.
  • Your team cannot guess until you have finished speaking your entire definition.
  • Words joined by an apostrophe (such as It's, Don't, or You're) count as one single word.

Bonus Turn

A Bonus Turn always takes place at the end of any turn in which the Composer:

  • Rolled two smiles, OR
  • Moved their pawn onto (or passed over) a bonus space (marked with a star symbol) on the board. (It is not necessary to land exactly on that space.)

During a Bonus Turn, the roles are reversed: The Composer must try to guess a pair of words based on definitions read by the opposing team from a Bonus card.

Each Bonus card features two definitions, both exactly 5 words long. However, the two definitions are "intertwined": the words from the first definition alternate with the words from the second definition, but you must read out loud as written! The two solutions are printed at the bottom of the Bonus card.

The rulebook's sample Bonus card prints the intertwined definitions as "THEY COMES JINGLE OUT DURING OF XMAS" and "ALADDIN'S TIME LAMP", with the two solutions printed below them: BELLS and GENIE.

Three players participate in the Bonus Turn: the Composer and the opponents to their left and right. The one on the right draws a Bonus card and reads the intertwined definitions in a clear, concise tone, making sure to enunciate each word correctly. Immediately after reading, they flip the sand timer to start the clock for 30 seconds.

After listening to the intertwined definitions, the Composer tries to guess both words before the time runs out. Unlike a normal turn, where players can guess as many times as they like, the Bonus Turn allows only one attempt per definition.

If the Composer guesses both words correctly, their team earns 3 points and the Bonus Turn ends. If they get only one correct, their team earns 1 point; if they provide none, they earn 0.

If the Composer does not guess both words, the opponent on their left gets a chance to guess the words the Composer missed. The Bonus card is not read again, so you had better pay attention! This opponent also has thirty seconds to respond. If they guess one word the Composer missed, their team earns 1 point. If they guess two words that the Composer could not, their team earns 3 points, and if they guess none, they earn 0.

Once the Bonus Turn is finished, the game resumes normally with play passing to the opposing team.

Important

  • The Bonus card cannot be reread for any reason.
  • Each team is limited to only one Bonus Turn per round of play. If a team earns a Bonus Turn through their initial dice roll and their pawn reaches or passes a bonus space on the score track that turn, whether during the normal turn or the Bonus Turn itself, no second Bonus Turn is granted.
  • If a team reaches a bonus space during the opposing team's turn, they immediately get a Bonus Turn. In this specific case, the player to the left of the current Composer takes on the role of Composer for the Bonus Turn.

End of the Game

The first team to reach the finish line on the board triggers the end of the game.

If the team that started the game is the first to cross the finish line, the other team plays one final turn to try to overtake them. However, if the team that played second reaches the finish line first, the game ends immediately.

The team with the most points wins! In the event of a tie, play two tie-breaker turns (one for each team) to determine the winner.