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Colorology

Colorology Rulebook

Table of Contents

Table of Contents

  • Setup
  • Goal of the Game
  • Playing the Game
  • Joker Cards!
  • Double Symbol
  • Changing the COLORologist
  • End of the Game

Setup

  • Place the board on the table.
  • Separate the word cards from the colour cards. Divide the word cards into two decks according to the symbols on their backs (triangles and circles) and place both decks beside the board.
  • Each player chooses a pawn and places it on the start space.
  • Each player receives a set of 10 differently coloured colour cards, including the Joker card. The colour on the back of the colour cards should match the colour of that player's pawn. Set aside any remaining cards.
  • The youngest player becomes the first COLORologist.

Goal of the Game

By choosing colours better than the other players, reach the finish faster than they do.

Playing the Game

  1. In each round, one player takes the role of the COLORologist. They check the symbol on the space their pawn is standing on and draw a card from the matching word deck, the one marked with that symbol.
    • If their pawn is on the start space, they draw a card from the triangle deck.
    • If their pawn is on a space with a double symbol, they follow the rules in the section Double Symbol.
  2. They then show the other players what the card depicts (or both cards). Next, they choose the colour they think best matches the word(s) on the card (or both cards) and place a colour card on the table face down, so that their choice is not visible to the others.
  3. The other players now try to think like the COLORologist and guess which colour they assigned to the word(s). Each of them places a colour card of the same colour they think the COLORologist chose, face down on the table. Then all cards are turned face up to reveal their contents.
    • Players who guessed the colour chosen by the COLORologist each earn 1 point together with the COLORologist and move their pawn forward one space.
    • If a player did not guess the colour but another player did, that player does not move their pawn.
    • If no player guessed the colour chosen by the COLORologist, all players (including the COLORologist) earn 1 point and move their pawns forward one space!
  4. At the end of the round, players take back their colour cards. Used word cards are set aside and will not be used again during this game.

Joker Cards!

Each player may use their Joker card once during the whole game instead of a colour card. A player cannot do this while acting as the COLORologist. Using the Joker card is automatically treated as a correct colour choice. After it has been used once, set the Joker card aside.

Double Symbol

Each time the COLORologist's pawn lands on a space with a double symbol, they draw two cards from the triangle deck and two cards from the circle deck. They look at these four cards and choose two words that form the best combination (one word from each deck). The remaining two cards are set aside and will not be used again during the game.

The COLORologist reads the words on the cards together as one phrase, for example "dancing house" or "big cheese". However, the COLORologist chooses only one colour that they think best matches this phrase.

Changing the COLORologist

After the round is over, the role of the COLORologist passes to the next player clockwise, and a new round begins.

End of the Game

The player who reaches the finish first wins the game. If several players reach the finish at the same time, all of them win.