Stringamajig
Stringamajig Rulebook
Table of Contents
Table of Contents
First Things First: How Do I Win?
To win, you score the most points by either drawing words that are guessed or guessing words that are drawn.
Every time someone guesses a word you draw, you score 1 or 2 points, depending on the word. Every time you guess a word correctly, you score 1 point.
Each player will draw twice in a 4- to 6-player game, and just once in a game with 7 or more players. The person with the highest score wins.
What's in This Game?
- 1 loop of string
- 140 word cards
- 4 blank cards
- 1 rulesheet
- 1 scorepad
- 1 pencil
- 1 60-second sand timer
How Do You Set Up the Game?
Determine the first player. One way to decide is to have the person who drew a picture most recently in real life go first.
- Shuffle the word cards and hand the deck facedown, along with the string, to the first player.
- Give someone the timer.
- Give someone the score pad and pencil.
How Do We Play?
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Draw a card. Pick up the top card from the deck of word cards and look at the front.
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Determine target word. Look at the back of the card that is now on top of the word deck. The number(s) shown on the back of that top card will determine which words on your card you will draw.
- 1 2 3 4 means you may choose any word on your card.
- Two numbers means you may choose either of those words.
- A single number means you must draw that word.
If your word is on an orange bar and has an icon after the number, it is a Challenge Word (see below).
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Draw the word.
- When you are ready, tell the person with the timer to begin timing and then use the loop of string to draw a shape, image, or representation to get players to guess your word.
- Get creative! Try interacting with your drawing, using it like a prop, or animating the string to show the function or movement of your word.
- All the other players now try to guess out loud what you are drawing. They are all guessing at the same time, shouting out ideas as they think of them.
- The string must be integral to a drawing, you can't just pick up the string and act out the word.
- You can put the string on the floor and interact with it there.
The turn then passes to the player on the left.
Challenge Words
The words in the orange bars with icons have special rules for how to draw them and are worth 2 points for the drawer.
When creating a Challenge Word, announce which kind it is before you start drawing. The 3 types are: 2-Player, Don't Look, and Forbidden Word.
- 2-Player. You and the player to your right or left must draw these words together.
- You have to draw them in the air! The string can't touch the table.
- You may show the word and whisper to each other.
- Both players must be touching the string.
- If these words are guessed correctly, the player who helped you gets 1 point also. These words can be identified by the icon of 2 people in a circle.
- Don't Look. Take the string, identify your word, close your eyes, and then start drawing. These words are identified by the icon of the crossed-out eye in a circle.
- Forbidden Word. As you are trying to get players to guess the target word, you have to avoid having them say another word.
- The forbidden word is the smaller word immediately after the icon.
- (Example card: 1, an X icon, BANANA, MOON. The forbidden word is MOON.)
- If players say that word while guessing, you have to discard the card and move on to the next one.
- There is no penalty for the forbidden word being spoken other than lost time. These words can be identified by the X in the circle.
- If you accidentally score a Challenge Word as a regular word without following the special rule, it is only worth 1 point.
Ending the Game
After everyone has had 2 turns as drawer (in a 4- to 6-player game), the player with the most points wins and the game ends. In a 7- to 10-player game, the winner is the player with the most points after each player has been the drawer once.
Blank Cards
There are 4 blank cards included with the game. Use your imagination to come up with new words and make your own cards!
Alternate Rules
- For more scoring options, you may choose to draw the Challenge Word even if it isn't one of the numbers indicated by the top card of the word deck. (You still must draw the Challenge Word if it is the only number indicated.)
- For a simpler game, or when gaming with little players, try playing without the Challenge Word rules.
- If players want fewer restrictions, they may pick from any of the words on the card drawn, instead of following the choices shown on the back of the top card.
- If you want to try drawing with more time or playing with an alarm, try using your phone as a timer.
Do and Don't
DO
- Start with a drawing
- Move the string
- Interact with the string
- Leave part of the string touching the surface
DON'T
- Use any other objects in your drawing
- Make sounds
- Pick the string completely off the surface
Challenge Word Reference
- 2-Player. Draw with the player to your left or right. Must be drawn in the air. Helping player gets 1 point.
- Don't Look. Must be drawn with your eyes closed.
- Forbidden Word. Try not to have players guess the small word after the icon. If the forbidden word is guessed, discard that card and move on to the next one.