Rapid Recall
Rapid Recall Rulebook
Table of Contents
Table of Contents
Contents
300 Rapid Recall Cards, Plastic Card Viewer, Gameboard, 60 Recall Tokens, 2 Token Trays, 2 Timers (30-second with colored endcaps and 60-second with clear endcaps), Tally Tray, and Instructions.
Object
Players must recognize and remember as many answers as possible to a series of clues given by one team member.
Set Up
Place the tally tray in the center of the gameboard. Separate the 60 recall tokens by color and place them in their separate matching token tray (pink or aqua). Each team chooses a color and starts with 30 tokens in their tray.
Rapid Summary
In a nutshell, here's how you play:
- The Clue Giver selects a card, starts the 1-minute timer and quickly gives clues that will help his teammates guess the ten items on the list.
- Teammates toss in one token for every answer they think they know - WITHOUT shouting out the answers.
- The Clue Giver now turns over the 30-second timer, and his teammates must try to recall all of the answers they threw a token in for. A token/point is awarded for each correct answer.
- If there are any tokens left in the tally tray, the opposing team may have 30 seconds to try to recall the answers that the playing team missed. A token/point is awarded for each correct answer.
- Each team uses tokens to fill in their side of the gameboard. The first team to fill in their side of the board wins.
To Begin
Divide into two teams and decide who will play first. That team then chooses a "Clue Giver" for the first round. The Clue Giver is the person who gives his team clues for the ten items listed on the card. Players must alternate the role of the Clue Giver after the round.
1. Giving Clues
The Clue Giver selects the first card from the box, places it into the plastic card viewer, and slides all of the buttons out - away from the card, thereby "hiding" the arrows.
NOTE: The card viewer is designed for both left and right-handed players. Simply flip the viewer to either side for ease of arrow movement.
The Clue Giver starts the 1-minute timer (with the clear endcaps) and has 60 seconds to give clues or make statements that will clue his teammates to the correct answers. Clue Givers cannot use any part or form of the word(s) he is trying to communicate. Clue Givers may "pass" on any words that stump him or his teammates, and return to those words if he has time remaining at the end of the card.
Hold Your Answers - Toss the Tokens!
Teammates should NEVER shout out their answers immediately. Instead, they listen to the clue, remember or "store" the answers in their head, and LET THE TOKENS DO THE TALKING!
As the Clue Giver gives clues, his teammates, without discussing it with each other, toss a token into the tally tray when they think they know an answer.
Only one token is tossed for each item on the card (in other words, no more than 10 tokens should be tossed during any one team's turn). The tossing of a token signals the Clue Giver to mark that word in his card viewer by sliding the appropriate arrow into view toward the word.
Play continues until all ten items on a card have had a token thrown in for them, or until the 60 seconds are up - whichever comes first.
Sample Clues
- THE GALAXY IN THE SKY THAT IS ALSO THE NAME OF A CANDY BAR. (Milky Way)
- THE SEXY, BLONDE SINGER WHO STARRED OPPOSITE WARREN BEATTY IN THE MOVIE "DICK TRACY." (Madonna)
2. What Were Those Answers?
The Clue Giver starts the 30-second timer (with the colored endcaps), and his teammates shout out the answers they have stored in their heads. As correct answers are shouted out, the Clue Giver responds, "correct" and teammates remove a token from the tally tray for each answer given. The Clue Giver also slides the corresponding arrow away from the word so that it is no longer pointing to the specific item.
The tokens are then arranged in the empty spaces on that team's side of the gameboard.
A team can continue to score until all the items have been recalled correctly, or the 30-second timer is up - whichever comes first.
3. How Opponents Can Score
The 30-second timer is started again, and the opposing team attempts to recall the answers (if there are any) on the card which still have arrows pointing to them.
NOTE: The opposing team cannot name items the other team did not throw in a token for.
Opposing players "steal" a token for each answer they remember. These captured tokens are placed on THEIR side of the gameboard.
If there are any tokens left in the tally tray at the end of the 30 seconds, they are returned to the original team to place back in their token tray.
Play is passed to the opposing team. They choose a new card, and set the plastic card viewer back to the start position.
One More Thing…
Teams are allowed one guess, and one guess only, per chip. In other words, if one of the items to be guessed is "policeman," players may not guess "cop," "sheriff," etc., until they get it right. The first guess is the last guess!
Winning the Game
The first team to fill up their side of the gameboard with a total of 25 tokens (one or both colors) wins the game!
Since an opposing team can "steal" tokens by correctly recalling answers the other team threw in a token for, but could not remember, it is possible for a team to run out of tokens before they fill their side of the gameboard. When this happens, the "needy" team can borrow tokens from their opponents - for a price!
If you ask the opposing team for tokens, they first get to place a token (one of their own) on any empty space on their side of the gameboard.
For example: Your team needs to fill 7 spaces to win, but you only have 4 tokens. You borrow 6 tokens from your opponent's tray, but as a result, they get to take a token from their tray and place it on their side of the gameboard. (If your opponent only needs 1 token, they win.)
Why would you want to borrow 6 tokens (to make 10), rather than just 3 (to make 7)? Think of what would happen if you threw in 7 answer tokens, but could only remember 6 answers. You have a better chance of remembering 7 out of 10, than 7 out of 7.
Tips for Successful Clue Giving
- Remember to be as specific as possible.
- DON'T say, "What is something you eat with jelly?" The answer could be: toast, bread, English muffin, donut or waffle!
- DO say, "What is something you eat with jelly, sticks to the roof of your mouth and comes in creamy and chunky styles?" This makes "peanut butter" the obvious answer.
- Narrow your clues to give focus. Use terms like: "What male singer…", "What Republican ex-governor…", "What California city…"
Think fast, be concise and good luck!