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Privacy: Scharf wie Chili

Privacy: Scharf wie Chili Rulebook

Table of Contents

Table of Contents

  • Game Idea
  • Game Components
  • Setup
  • Game Play
    • 1st Action
    • 2nd Action
    • 3rd Action
    • 4th Action
    • 5th Action
    • 6th Action
  • Two Special Cases in Scoring
  • End of the Game
  • Attention

Game Idea

In every round, all players must secretly answer a very private, sometimes highly delicate question. Then each player tries to estimate as accurately as possible how many of the participating people will answer the question with "Yes". The winner is the first player to reach twenty points.

Two things should be particularly emphasized. First: all questions should always be answered honestly, so that the fun of the game and the communication around it are not spoiled. Second: nobody needs to worry about their privacy in this game, because the questions are answered secretly, and what is secret stays secret!

Game Components

  • 60 guess cards: ten sets with the values 0, 1, 2, 4, 5 and 6
  • 50 question cards: the backs each show a number from 1-4; the fronts each show four questions
  • 120 answer tiles: 60x "Yes" and 60x "No"

Privacy - Scharf wie Chili contains mainly spicy questions on the topics of sex and relationships. The expansion can either be integrated into the original game or played completely independently of it. If you do not yet know the original game Privacy 2, note that the 360 questions it contains cover all areas of life.

Setup

Shuffle the 50 question cards and place them as a face-down draw pile in the middle of the table. The 120 answer tiles are placed face up next to it as a supply. The lid of the game box is also placed within reach on the table.

Each player takes about 10 answer tiles and places them face down in front of them. The exact number of answer tiles does not matter. It is best if each player shuffles their face-down answer tiles briefly once more behind a cupped hand, so that the other players do not know where which tiles lie. Note: during the game, each player may take new answer tiles from the supply at any time if needed and place them face down in front of them.

Each player receives one set of guess cards (one each of the values 0, 1, 2, 4, 5 and 6), which they take in hand. Surplus guess cards are not needed and are set aside.

Now a game master is chosen. The game master takes paper and pencil and makes a list naming all the players. He also watches very carefully that no unwanted outing occurs during the game and that the secret answers remain secret, in particular by correctly carrying out the scoring. Otherwise the game master takes part in the game as normal.

Game Play

The game master's left neighbor becomes the first start player. In the following rounds the start player changes each time clockwise. Each round consists of the following 6 actions, carried out one after another.

1st Action

The start player takes the top question card of the draw pile and reads aloud, loudly and clearly, one of the four questions. He must read the question that corresponds to the number now visible on top of the draw pile. Then the card goes onto the discard pile.

Example: Peter is start player. He draws a question card from the pile and takes it in hand. The next card of the pile shows the number 2. Peter reads out question number 2 from the card in his hand and then puts it on the discard pile.

Note: If the question is too delicate for the start player or the group, a different question may be chosen.

2nd Action

Each player must estimate how many of the other players (including the start player) will answer the question asked with "Yes". To do so, each chooses either one or two of their guess cards and places them face down in front of them; if two cards are placed face down, their values are added.

Example: Sarah believes that five people will answer "Yes". She places the two guess cards with the numbers 4 and 1 face down in front of her (4+1=5).

Note: It is allowed to place two cards face down and use the "0" for this, as a bluff card, so to speak.

3rd Action

Each player answers the question honestly by pushing either a Yes tile or a No tile face down into the middle of the table.

Attention: each player should take care that nobody can see which tile he chooses. It is best if each player chooses his tile behind a cupped hand.

Example: Emma answers "No". Behind a cupped hand she chooses a No tile and pushes it face down into the middle of the table to the tiles of the other players.

4th Action

When everyone has pushed a tile face down into the middle of the table, the game master takes the lid of the game box and places it over the face-down tiles. He shakes the box lid back and forth vigorously several times so that the tiles underneath are well mixed and nobody knows any more who laid which tile. Then the lid is lifted off again and all tiles are turned face up.

Example: After Peter has shaken all the tiles under the box lid back and forth vigorously, he turns all tiles face up. 4 Yes and 3 No tiles appear.

5th Action

The game master carries out the scoring.

  • He first asks whether anyone guessed the number of Yes answers exactly right. If so, the players concerned (and only these!) reveal their face-down guess cards. Each of these players is credited with 3 points.

    Example: There are 4 Yes answers. Sabine and Tim chose the number 4 with their guess cards. Both get 3 points, which the game master notes on the sheet.

  • Now the game master asks whether anyone was off by one Yes answer. If so, the players concerned (and only these!) reveal their face-down guess cards. Each of these players is credited by the game master with 1 point on the sheet.

    Example: There are 4 Yes answers. Anke and Moritz chose the number 3 with their guess cards, Sarah the number 5. Anke, Moritz and Sarah each get 1 point, which the game master notes on the sheet.

Very important: for the question of whether anyone was off by one Yes answer, there are two special cases that the game master absolutely must observe (so that no unwanted outing occurs) - see Two Special Cases in Scoring.

6th Action

The tiles just revealed that lie in the middle of the table are returned to the supply. Each player takes his guess cards back in hand. Now a new round begins as already described, with the next player clockwise becoming the new start player.

Example: Peter puts all the laid tiles back into the supply. Now Peter's left neighbor Tim becomes the new start player.

Two Special Cases in Scoring

First (as described above) the game master always asks whether anyone predicted the number of Yes answers exactly. This question is always asked, regardless of how many Yes answers there are. For the following question, whether anyone erred by one Yes answer with their estimate, there are the two special cases below, which must absolutely be observed so that the players' given answers stay secret in every case and nobody accidentally reveals his answer:

  • If there is exactly one Yes answer, the game master asks only whether anyone overestimated by one Yes answer (that is, whether anyone guessed the number 2). Only the players who guessed two Yes answers reveal their guess card(s), and only these players get one point. Whoever guessed 0 does not reveal his guess card!

    Example: There is exactly 1 Yes answer (1 Yes tile). First the game master asks whether anyone guessed a 1. Tim nods, reveals his laid guess card (with the number 1) and is credited three points. Then the game master asks: "Did anyone guess a 2?" Sabine nods and reveals her guess card (with the number 2). She is credited one point. Whoever guessed a 0 says nothing, does not reveal his guess card and gets no point. The player would otherwise reveal that he answered "No"!

  • If there is exactly one Yes answer fewer than the number of players taking part, the game master asks only whether anyone underestimated by one Yes answer. Only the players who guessed one Yes answer fewer reveal their guess card(s), and only these players get one point.

    Example: 7 people take part in the game. There are exactly 6 Yes answers (6 Yes tiles). First the game master asks whether anyone guessed the number 6. Nobody responds. Then the game master asks: "Did anyone guess a 5?" Emma and Sabine nod and reveal their guess cards. Both are credited one point. Whoever guessed a 7 says nothing, does not reveal his guess card(s) and gets no point. The player would otherwise reveal that he answered "Yes"!

End of the Game

The game ends as soon as at least one player has reached or exceeded twenty points. The player with the most points is the winner. Of course, one can also agree on more or fewer points as the winning condition.

Attention

Especially with the very delicate questions, care must be taken that players do not announce their answer aloud or reveal their guess cards contrary to the rules. Only the players who score points in a round may reveal their guess cards! Nobody should be exposed or forced into an outing. There can, should and of course will be discussions about the questions and about the number of Yes answers, which is a not inconsiderable part of the fun - quite apart from the fact that you will experience many a surprise at how many of your friends have already experienced this and that...

In a game with five players it is sometimes advisable not to ask one or another delicate question, because otherwise guesses are very quickly made about who in this small group might have answered "Yes".