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Faux•Cabulary

Faux•Cabulary Rulebook

Table of Contents

Table of Contents

  • What's in the Box
  • The Object of Faux•Cabulary™
  • Setting up
  • Playing the Game
  • Creating Words
    • Example
  • Winning the Game
  • Variations
    • Cube Swap
    • The More the Merrier

What's in the Box

  • 21 Word Cubes
  • 6 Cube Covers
  • 180 Faux•Cabulary Cards (360 Definitions) Each card has a red side and a blue side. Start with either side and play through that set before moving on to the other side.
  • Card Tray Before playing the first game, place the cards into the card tray with one color facing forward.
  • Rules

The Object of Faux•Cabulary™

Players create new words to fit the outrageous definitions. The player who creates the best word is awarded the Faux•Cabulary Card. The first player to gain the required number of cards, wins Faux•Cabulary!

Setting up

  1. Select one player to be the first "Wordmeister" and give that player the card tray. The role of Wordmeister will rotate clockwise throughout the game.
  2. Give each player, except the Wordmeister, a Cube Cover.
  3. Remove all items, except for the 21 Word cubes, from the box bottom. Place the box bottom, containing the Word Cubes, in the center of the table.

Playing the Game

  1. Without looking at the Word Cubes, each player, except the Wordmeister, grabs three cubes from the box bottom.
  2. The Wordmeister takes a Faux•Cabulary Card from the front of the card tray and reads the definition aloud.
  3. Each player, except the Wordmeister, quickly flips, rotates, and arranges his or her Word Cubes to create a word that fits the definition as closely as possible. Words are displayed face-up, on the top surface of the cubes. The Cube Covers are used to shield the Word Cubes from the Wordmeister while words are being created. See Creating Words.
  4. After creating a word, each player places the Cube Cover over his or her Word Cubes and then slides the covered word toward the Wordmeister.
  5. The Wordmeister mixes the Cube Covers so that he or she does not know who created which word. The Wordmeister rereads the definition and then lifts the Cube Covers to reveal the words. Each word is read aloud as it is revealed. Note: It is helpful—and often hilarious—for players to use the words in a variety of sentences to see how they sound.
  6. The Wordmeister selects the word that best fits the definition and awards the Faux•Cabulary Card to the player who submitted that word. Each player keeps the cards that he or she has won until the end of the game.
  7. The card tray and the role of Wordmeister passes to the person sitting to the left of the current Wordmeister. All Word Cubes are returned to the box bottom and each player, except the Wordmeister, takes a Cube Cover.
  8. Repeat steps 1–7 until one player has earned enough Faux•Cabulary Cards to win the game!

Creating Words

  • Word Cubes may be used in any position in a word.
  • A word may be composed of one, two, or three Word Cubes. If fewer than three cubes are used, any remaining cubes may be concealed to prevent the Wordmeister from knowing how many cubes that player has used or players may simply toss extra Word Cubes back into the box bottom.
  • Words may be as funny, literal, or outrageous as desired—the goal is to have the Wordmeister pick your word.

Example

The Wordmeister reads the following Faux•Cabulary Card: "The complusion to pop bubblewrap." (The definition is printed on the card as shown; "complusion" is the printed spelling.)

The four other players each create a word, shown in the illustration as the words PYSCHO, BUST + O + IFIC, MINI + BOOM + ISM, and BANG + MEISTER. The Wordmeister then picks the best word.

(The example words are shown only in the illustration; the cube faces are partly obscured in the printed diagram.)

Winning the Game

Number of players34567
Faux•Cabulary Cards needed to win76543

Variations

Cube Swap

After the definition is read, each player may swap one Word Cube with a Word Cube from the box bottom. The player must first select one of his or her Word Cubes and return it to the box bottom. Then, without looking at the Word Cubes, he or she may grab a new cube from the box bottom.

The More the Merrier

When playing with more than seven players, some or all of the players can play in teams of two. In a game that includes teams and individuals, a team functions just like an individual player when creating words and acting as the Wordmeister. The team members must come to a consensus about each decision and, if the team wins the game, the team members share the victory!