Nobjects
Nobjects Rulebook
Table of Contents
Table of Contents
Components
- 120 Concept Cards
Each card presents 6 concepts. The number of coloured dots next to the number 1, and the colour of the numbers on the front and of the writing on the back, indicate the difficulty of the words:
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30 easy concept cards (green, 1 coloured dot)
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60 hard concept cards (yellow, 2 coloured dots)
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30 challenging concept cards (red, 3 coloured dots)
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1 six-sided die
The Components page of the manual shows three sample cards, with their concepts listed in order:
- Music, Egg, Ceiling, Giraffe, Cactus, Thermometer
- Compass, Cathedral, Lantern, Piggy bank, Carrier pigeon, Doughnut
- Fridge, Ostrich, Love letter, Jockey, Fireplace, Bee
Setup
Separate the concept cards by difficulty. Shuffle each pile and place them in the centre of the table to form 3 face-down decks.
Place the die where all players can reach it.
Prepare a timer, such as a clock or a phone, set to 60 seconds, and place it on the table. You may choose a different duration to make the game easier or more challenging.
Tip: When playing for the first time, we suggest playing without the timer.
Choose a starting player to draw the first card and draw a concept from it.
How to Play
When it is your turn to draw a concept, first draw a card. The number of points you have already scored determines which deck you draw from:
- If you have 0 or 1 point, draw from the easy deck.
- If you have 2, 3 or 4 points, draw from the hard deck.
- If you already have 5 points, draw from the challenging deck.
When you draw the card, make sure the other players cannot see the side of the card with the words. Then roll the die and use the rolled number to determine the concept you will draw. Begin drawing the concept on the table, using only your finger. You must follow the rules for drawing (see the Drawing Rules section).
The other players try to guess the concept. There are no individual turns; everyone plays together. There is no limit to the number of guesses. If you want to "redo" your drawing, you must "erase" it by passing an open hand over the table in a back-and-forth motion, and start again.
If one of the players guesses the concept, the round ends. The player who drew keeps the card to show one point scored, and the player who guessed the concept draws 1 card from the challenging deck to show one point scored.
At any time, any player may start the countdown timer to limit the time available. If the concept has not been guessed before the time runs out, nobody scores a point. If the players are not using a timer, the round ends when all players give up. The concept card is returned to the bottom of the deck it belongs to.
The game continues with the player to the left drawing a new card to draw.
Drawing Rules
- You may not speak.
- You may not make any gesture or mime other than drawing with your finger on the table.
- You may not draw letters or numbers.
- You may create the concept using multiple drawings.
- You may point to details of your drawing with your finger. However, you may not make hand movements that give away the concept (for example, playing the piano on a drawn keyboard).
End of the Game
The first player to score 6 points wins the game. If more than one player scores 6 points at the same time, they share the victory.