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Thanks to Camille Chavez of Albuquerque, New Mexico for mailing these to me.
The Famous Word Association Game
PASSWORD
25th Silver Anniversary Edition.


PASSWORD is a game created by
'GOODSON-TODMAN PRODUCTIONS.'

The object of the game is to score points by guessing the correct 'PASSWORD' from one word clues given by a partner.


The Password is always a single word, not hyphenated and not a proper noun.


PASSWORD may be played in two ways.
1.STANDARD PASSWORD-For 4 players, 2 on a team. Games are short and fast with no 'Lightning Rounds.'
2.PASSWORD WITH LIGHTNING ROUND-The addition of 'Lightning Rounds' increases competition for 4 players.


STANDARD PASSWORD
EQUIPMENT USED IN THE GAME

1.PASSWORD CARDS- 'A' cards and 'B' cards each contain two different sets of 5 words on each side. The * after the card number indicates the reverse side of the card. The words in blue are hidden by a red overprinting.
2.CARD HOLDERS-The 2 card holders should be separated. They reveal the words, one at a time. Password cards are marked 'top' with arrows pointing up. These are inserted into the bottom opening of the holder and are pushed up as directed by the arrows, until the top word on the card appears in the red window. 'A' players use 'A' words; 'B' players use 'B' words.
3.A SCORING DIAL is used to show the point value of each Password throughout the game.
4.The SCORE PAD is for keeping score of each Password throughout the game.


STANDARD PASSWORD RULES
Each team is composed of one 'A' player and one 'B' player. The A's (two) sit side-by-side facing their 'B' partners. A's use one holder between them and B's use the other holder. The 'A' word list is seen only by the A's; the 'B' words only by the B's. The A and B players alternate as givers and receivers of the clue words.
1.'A' players start as givers of clues for Password No. 1 on the 'A' word list. Both 'A' players look at the same Password in their card holder.
2.The starting 'A' player takes the scoring dial and places the pointer at 10. He or she then gives one clue word to his or her 'B' partner. Refer to the 'Rules For Clues' printed on page 3.

3.If the 'B' player does not guess the correct Password after the first clue, the pointer on the scoring dial is moved to 9 and given to the opposing 'A' player who gives one clue word to his or her'B' partner. As long as the correct Password is not guessed, the turns continue, alternating between teams with 'A' players giving clues to the 'B' players. Each time a Password is not guessed, the pointer on the dial is moved to the next lower number.

4.When a 'B' player guesses the correct Password, he or she scores the point value as shown on the scoring dial. For example, if three clue words had been given the point value for that Password is 8.
5.If the Password has not been guessed after 10 clues (5 given by each 'A' player)-neither 'B' player scores for that word.

6.After Password No. 1 has been guessed (or missed), the 'B' players, using word No. 1 on their 'B' word list give clues to the 'A' players. Teams alternate in giving the first clue, following rules 2 through 5.

7.The game continues with 'A' players using their word No. 2, giving clues, then 'B' players using their word No. 2 and so on.

8.Scoring-After each Password is correctly guessed, the point value, as shown on the dial, is recorded on the score pad. The player who guessed the Password scores the points, while his opponent scores zero (0) for that word. Word No. 5, marked with an asterisk (*), counts for double point value. For example, if the pointer is at 7 when Password No. 5 is guessed, the score for that word is 14. See example of scoring a game in the score pad.

9.The game ends when word No. 5 on the 'B' card is completed. Add the point scores of A and B players of each team to find the total team scores.

The partners with the higher team score are the winners.

RULES FOR CLUES
1.The clue word must be a single, not hyphenated word. For example, the clue 'well-to-do' would not be allowed.

2.No part or form of the Password may be used as a clue. 'Chemist' could not be used for 'chemistry,' 'steal' could not be used for 'stolen,' and 'monk' could not be used for 'monkey.'

3.If the opposing team challenges a clue as being 2 words, hyphenated, or a form of the Password, it is looked up in a dic
tionary. The point value of the Password at that time goes to the team that was right.

4.Proper nouns may be used as clue words. Thus, 'Hitchcock' may be given for the Password 'mystery.'

5.Specific gestures and pantomime are not allowed. For example, a player may not show 'curve' with his or her hands. Players are allowed to show facial expressions and use voice inflections. For example, a player may whisper 'silence' to get 'quiet' as a response.

6.A previously given clue word may be repeated by either player. It is also proper to link a clue to previous clue words. For example, 'race,' 'horse,' and 'rider' may be three separate clue words linked together to get 'jockey' as a response.

7.No spelling of a clue word is allowed. If a form of the Password is given as a response, the responding player is given one chance to correct the word to the exact Password. For example, if 'mud' is given for the Password 'muddy,' the player is told that he or she has given a form of the word and has one chance to correct it. If the player doesn't come up with 'muddy' in his or her next response, then that Password is thrown out and no one scores on that word.


PASSWORD WITH LIGHTNING ROUND
ADDITIONAL EQUIPMENT USED IN LIGHTNING ROUND

1.LIGHTNING ROUND CARDS-There are 48 cards with 8 words on each. These words are used as Passwords for the Lightning Rounds.

2.TIMER-Designates one minute when all of the sand passes from one chamber into the other.
PASSWORD WITH LIGHTNING ROUND RULES

First, the game of Standard Password is played, exactly as outlined in the preceding rules. Then-the winning team can score extra points in a Lightning Round. The total of the winning team's score for the standard game plus the Lightning Round is their score for that game.

Then another standard game and Lightning Round are played. If the team that lost the first game wins the second, then a third or 'rubber' game is played. The match is over when one team wins two games.

All points are totaled. The team with the most points wins the match!

RULES FOR LIGHTNING ROUND

1.One member of the winning team is the clue giver for the entire Lightning Round. That player shuffles the Lightning Round Cards and places them facedown nearby.

2.The other teammate selects a number from 1 to 8. This number designates a Password on each card that will be used in this round. For example, if number 3 is selected, always use the #3 Password on each card drawn in this Lightning Round.

3.The clue giver begins the Lightning Round by setting the timer so that the empty glass chamber is down. At the same time he or she draws one card from the pile and gives his or her partner a one word clue for the Password. Refer to the 'Rules For Clues' on page 3.

4.For each wrong guess a player makes, his or her partner may give a new clue word. However, a response must be made for each clue before a new clue can be given, even if a player just says 'next.'

5.Each time a player guesses a correct Password, his or her partner
continues to draw new cards until the one minute time limit expires.
There is no set limit on the number of Passwords that can be used
in a round. All responses are legal if they are given within the 60 second time period.

6.If a giver gives an illegal clue the Password is thrown out and play proceeds to the next Lightning Round Card.

7.If either player feels he or she is stuck on a Password, after three clues have been given, that player may say 'pass' and play proceeds to the next Lightning Round Card.

8.When a Password is correctly guessed, place that Lightning Round Card, facedown, in a discard pile. If a Password is thrown out for an illegal clue or 'passed,' place that Lightning Round Card, facedown, in a separate discard pile.

9.Scoring-At the end of a round, count the number of correctly guessed Passwords. The first four Passwords are scored 10 points each. All additional Passwords are scored 20 points each.

10.The teams play a best of three game series to complete a match. The winners of each game play a Lightning Round and add those points to their game score. At the end of the match, all points are totaled and the team having the highest score wins.

11.Remember, Lightning Round points are very important, and can determine the match winners. A team may win two games but still lose the match to a team that won one game and scored well in their Lightning Round.
GAME FOR THREE PLAYERS
One player gives the clues one at a time to the other players. Use the same rules for clues and scoring as in the standard 4-player game. When Password is guessed, both the player who gives the clue and the one who guesses the Password receive the points on the scoring dial. The player who received no points for that word gives the clues for the next word. A game consists of 5 Passwords, the fifth word scoring double. The winner is the player with the highest score.
(c) 1986 by Milton Bradley Co. under Berne & Universal Copyright Conventions.4261-X4

These rules are posted for your information. I did not write them. I am posting them for those of you who have the game but do not have the rules.



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Password Board Game - How To Play