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One Word

One Word Rulebook

Table of Contents

Table of Contents

  • Contents
  • Object
  • Set Up
  • Play
  • Scoring
  • Winning

Contents

1000 sets of clues on 200 cards, a Spin Timer, and 5 Scoring Markers.

Object

Rack up points by solving clues!

Set Up

  • Place the cards, the 5 Scoring Markers and the Spin Timer in the center where all can easily reach them.
  • Everyone should practice twirling the Spin Timer to get the hang of it. During play, when it comes to a complete stop, time is up.
  • Get a pen and paper to keep score.
  • Divide into two teams. It doesn't matter if they are uneven.

Play

  • Players try to solve a set of 5 clues.

  • Here's an example of what you might find on a card:

    • A reindeer, a cleansing compound = Comet
    • A popular musical, mid-western city = Chicago
    • To remove dirty dishes, a large motor vehicle = Bus
    • A creature of the night, something you swing = Bat
    • A one-word-named pop singer, a color = Pink

    Editor's note: the sheet's extracted text gives "Comet" for the fourth example in two of its three renderings and "Bat" in the third. "Bat" is the answer that fits the clue ("creature of the night" / "something you swing"), so it is used here. This is the only change from the printed wording; the examples are illustrations, not a rule.

  • Pick a team to start.

  • Players on a team take turns twirling the Spin Timer and reading the clues aloud in order to your teammates.

  • Your teammates must try to guess the answer to each pair of clues, and may shout out as many answers as they wish.

  • When somebody gets the correct answer, grab a Scoring Marker from the center.

  • If at any time the players are stumped, the reader may choose to skip to the next clue. Players may not return to any clues that were skipped. (The printed sheet reads "may not returned"; "return" is used here as the evident intent.)

  • Keep playing until all 5 clues are answered correctly, or until time runs out.

  • When time's up, stop play immediately, and add up the Scoring Markers.

Scoring

A team scores one point for each of the Scoring Markers it took during the round.

Put all the Markers back in the center and it becomes the other team's turn. Designate a new reader, take a new card, twirl the timer, and play as before.

Winning

The game ends when everyone has had two turns as the reader! If you have more than 5 players per team, the game ends when everyone has had one turn as the reader.

The team with the most points wins! In the case of a tie, play additional rounds until a winner is determined.