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How do you get your team to say APPLE?
You cant say RED, FRUIT PIE, CIDER, or CORE. Theyre Taboo utterly unmentionable words!
Think fast, talk fast and dont say a Taboo word or youll get buzzed and lose a point!
You might say:
NEW YORK IS THE BIG ONE
EAT ONE OF THESE A DAY TO KEEP THE DOCTOR AWAY
WILLIAM TELL USED ONE FOR TARGET PRACTICE
As you call out the clues, your teammates shout out the answers.
Play Taboo. Its easy. Its fastpaced. And its unspeakably fun!
Before playing, please read the rules that follow. Not to do so would be TABOO!
For 4 or More Players
504 Cards, Card Holder, Label, Buzzer, Timer, Scorepad
Score the most points by guessing the most words.
GETTING READY TO PLAY
1. Buzzer Battery Insertion: Remove battery cover by pressing back clip with your thumb. Insert two AA batteries, matching (+) and (-) signs. See Figure 1. Alkaline batteries are recommended for best performance. Slide the battery cover back and snap into place.
Test the batteries by pressing the buzzer button. If the buzzer doesnt work, the batteries may be weak or improperly installed.
BATTERIES MAY LEAK if improperly installed. Remove batteries
when the buzzer is not used for an extended period of time.
2. Place the buzzer and timer within easy reach of all players.
3. Card Holder: Push rubber feet into the four holes in card
holder. Then apply Taboo label. Now fill card holder with cards.
Play with red side first. See Figure 2.
4. Divide the players into two teams (Team A and Team B). It doesnt matter if one team has one more player than the other.
TAKING YOUR SEATS
AND TAKING YOUR TURNS
See the picture below for seating.
1. Team A (in white shirts) chooses one of their players to be their first Clue-giver, and that player sits facing the card holder with the timer close at hand.
2. Team Bs players (in dark shirts) sit beside or behind Team As Clue-giver so they can see the cards as the Clue-giver plays them. Team B controls the buzzer.
3. The Clue-givers teammates are not allowed to see the cards and they should sit opposite their Clue-giver, waiting to shout out their answers.
4. After Team As Clue-giver has completed a turn, a member
of Team B is chosen to be the next Clue-giver for their team.
Seats are exchanged so that the new Clue-givers teammates
cannot See the cards and the opposing team can see the cards.
The buzzer is passed to Team A.
5. Teams take turns appointing Clue-givers and guessing words until all players have had one turn as Clue-giver. NOTE: If one team has one less player than the other, one player from that team is the Clue-giver twice.
When giving clues for the Guess word DELI, you could say, ltsakindof restaurant.. .You'll find lots of lox there and bagels, too... You can get the best of the wursts here... Its a 'NEW city in India...
PLAYING THE GAME
1. The Clue-giver draws a card from the card holder and places it on the easel, as shown in Figure 3. The word at the top of the card is the Guess word the Cluegiver is trying to get his or her teammates to say. The five words below the Guess word are the Taboo words the Clue-giver CANNOT say when giving clues for the Guess word.
2. As soon as a card is drawn, the Cluegiver turns over the timer and starts giving clues that will make teammates say the Guess word. The clues may consist of detailed sentences, phrases or single word hints. See example at left. The clues CANNOT break any of the rules listed in Number 3: RULES FOR CLUES below.
3. RULES FOR CLUES
No form or part of ANY word printed on the card may be given as a clue. Examples: If the Guess word is PAYMENT, pay cannot be given as a clue. If DRINK is a Taboo word, drunk cannot be given as a clue. If
SPACESHIP is the Guess word, you cant use space or ship as a clue. No gestures may be made. Examples: You cant form your hand in the shape of a gun to clue for shoot; or point to your nose to clue for beak.
No sound effects or noises may be made, such as explosions or engine noises. However, feel free to break out into song.
You cannot say the Guess word sounds like or rhymes with another word.
No initials or abbreviations can be given if the words they represent are included on the card. Examples: MD cannot be used if MEDICAL or DOCTOR is the Guess word or a Taboo word. TV cannot be used if TELEVISION is the Guess word or a Taboo word.
4. As the Clue-giver gives clues, his or her teammates shout out possible words trying to say the Guess word. There is no penalty for wrong guesses.
5. SCORING A POINT
Each time a teammate shouts out the correct Guess word, the Clue-givers team scores a point. The guessed card remains on the easel. The Clue-giver quickly draws another card and puts it on the easel in front of the already-guessed card(s). The number of guessed cards in the easel is the number of points the Clue-giver earns for his or her team.
6. LOSING A POINT
Clue-givers can lose points in two ways: by getting buzzed and by passing on a card. All points lost are awarded to the opposing team.
Getting buzzed: During the Clue-givers turn, the members of the opposing team watch the Clue-giver and the cards. If a Taboo word is used by the Clue-giver or if any of the RULES FOR CLUES are broken, the buzzer is sounded by the opposing team. This signals that the card is dead. The opposing team then quickly explains why the card was killed.
The Clue-giver removes the dead card from the easel and places it in a discard pile. Then the Clue-giver quickly draws a new card and continues playing. The number of cards in the discard pile are the points awarded to the opposing team on a turn.
Passing on a card: You may choose to pass and not play a card at any time during your turn as the Clue-giver. Pass by removing the card from the easel and placing it in the discard pile. The opposing team scores a point each time you pass.
Remember, you are racing against the timer and it may be in your best interest to pass rather than spend a lot of time on one card.
7. The Clue-givers turn continues until the timer runs out. The opposing team watches the timer and signals when time is up;
8. If there is an unfinished card on the easel, place it out of play. It does not count in the scoring. Now count the remaining cards on the easel for the Clue-givers teams score. Count the cards in the discard pile for the opposing teams score. Record the scores on the scorepad for each team after each turn.
9. All cards on the easel and in the discard pile are placed out of play, before the opposing teams Clue-giver starts the next turn.
WINNING THE GAME
When all players have had one turn as Clue-giver (or both teams have had the same number of turns as Clue-giver), the points on the scorepad are totaled. The team with the most points wins the game.
In the case of a tie, each team chooses their best Clue-giver and takes one more turn to determine the winner.
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