One Round?
One Round? Rulebook
Table of Contents
Table of Contents
Setup
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Place the 3 starting cards (100/0, 33, 66) in the middle so that they form a circle.
Write a starting word on each of these cards. (Have a look at the Challenges booklet or think of 3 random starting words yourselves.)
(In this example, the starting words are cake, work, and fruit.)
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Get the sandtimer ready. (For the first 2 or 3 cards, play without the sandtimer until you have made yourselves familiar with the rules. But don't forget to use it after that. No worries, you can do it!)
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Shuffle the remaining cards face down, draw 12 of those and place them face down on the card plate in the middle of the circle of words. This is your draw pile. Set the remaining cards aside for replacement.
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Take 3 life tokens and place them in the center with the heart side facing up.
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Choose one person to start and give the first clue.
Gameplay
The person who drops a clue in the round is called the Tipster.
If you are the Tipster:
1. Drop a clue
(For this phase, follow the instructions on page 10.)
The person on your right turns the timer over. You now have about 20 seconds to do the following two things:
- Draw a card from the draw pile and secretly look at the number on it. Find the gap in the circle of words where your number fits.
- Look at the two words between which your card must be placed. Now think of a word that connects these two words so that your team can then sort the card into the correct gap!
Say your word as soon as the timer runs out.
Example 1: You have drawn number 83. It goes between number 66 ("fruit") and 100 ("cake"). Your clue is "sweet" because it goes well with both words.
Example 2: Later in the game, there are more words in the circle. You have drawn number 54, which goes between number 41 ("farmer") and 66 ("fruit"). Can you find a word that can be associated with this gap as easily as possible?
2. Find a gap
Your team can now consult and must decide on a gap in which to place your card. Keep your best poker face and never show the front of your card!
Once the team is done consulting, it places the timer in the gap to log the answer. If your team is split over the decision, the person to your right has the last word.
Did your team guess the right gap?
- Well done! Keep it going.
- You lose a life. Flip one of your life tokens to the back. As soon as you lose your third and final life, you go into OVERTIME! (see below).
3. Place the card
Now turn over your card and write your word on it. Always place your card in the correct gap, regardless of whether your team guessed correctly or incorrectly!
Your card is number 54 with the word "juice". Unfortunately, your team guessed the gap between 66 and 83, which is wrong. You lose a life. Then, you put your card (54) in the correct gap.
After that, the next person in clockwise direction gets to be the Tipster.
Overtime!
You have lost your last life? You can still win the game in Overtime, but it will be a bit more difficult now:
After the Tipster dropped their clue, turn over the timer again immediately afterwards. This is the time your team has to decide on a gap! (It's best to let the timer run out completely before you drop your clue. This gives your team the full 20 seconds to guess.)
If you are in Overtime and place a card incorrectly, you lose the game. Nevermind. Try again with new starting words!
If you can place the last card correctly, you have won the game!
IMPORTANT NOTE: The last card must be placed correctly! If your team does not find the right gap, you lose a life and place the card in the circle as usual. Then draw a replacement card. Keep playing until you place a card correctly — or lose.
What do I have to bear in mind as a Tipster?
- You may only say 1 word. (More words are allowed for proper names.)
- The word must exist, you must not make it up. (For the gap between "tool" and "animal" you must not say "snake hammer" or "snammer".)
- The word stem or the word itself must not appear in the circle of words. (If the word "farm" is on display, you must not say "farmer".)
- Your clue must not refer to the number on the card, its color or its position in the circle. (For example, you are not allowed to say "red balloons" for card number 99. "6 o'clock" or "south" for number 50 is not legitimate either.)
General advice
- Avoid looking at the Tipster's card or in their eyes while the timer is running. Otherwise you might identify the gap the Tipster is looking at.
- Do not talk about which word you would choose for which gap. That's less fun.
- If the Tipster drops an invalid clue, or you see their card or any other mistake is made, simply discard the card and draw a new one from the replacement pile.
I can't think of a word! What do we do now?
- If the Tipster still can't think of a word 3 seconds after the timer ran out, discard the card and lose a life.
20 seconds is far too little time!
We do not recommend playing without the sandtimer. However, if you feel stressed, let the Tipster draw the card and give them 5-10 seconds before you turn the timer over.
Decide for yourselves how closely to follow these tips and how strictly to handle the timing. Play in a way that is the most fun for your group and where everyone feels comfortable.
Team variant (versus mode)
These tiny changes apply in order to play the team variant:
Form 2 teams at the start of the game. The teams take turns, while playing with the same circle of words. Each team has 3 life tokens. Apart from these, the setup is the same as for the cooperative game.
Select a team to start. One person from the active team is the Tipster and drops a clue to their own team only, which then has to be guessed by the team (just like in the cooperative game). Then it is the other team's turn to assign the Tipster for this round. Make sure that everyone in the team is the Tipster at least once.
Regaining a life token
If a team's guess is incorrect, it loses a life token as usual. Before the Tipster places the card, the opposing team may guess a gap. If the guess is correct, the team may flip a life token to the heart side (and thus get back one life). Of course, this is only possible if they lost a life before.
End of the Game
Team mode ends after 12 cards. Unlike in the cooperative game, the last card does not have to be guessed correctly.
The team with the most remaining lives wins!
If there is a tie, play a FINAL ROUND: Both teams select their Tipster. The Tipsters then draw a card together and look at it at the same time. Whoever drops a clue first gives their team the chance to win the game.
If the team's guess for the final card is correct, it wins! If the team's guess is incorrect, it loses the game and the other team wins.
Credits
Item no. 49460
Game Design: Tobias Tesar Graphic Design: Kinetic, Leon Schiffer, Daniel Müller Developer: Nicolas Niegsch Translation: Michael Csorba, Spieletexter Ludiversal Translations
Author and publisher would like to thank all those who helped with game testing and proofreading, especially: Olga, who always believed in the game, Karin & Beni, Kathi & Ben, Julian, Caro, Alex and the game designers from Munich.
You have bought a quality product. If you have any questions regarding the rules or want to report missing components, please contact us: [email protected]. We will be happy to help you.
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