Kontour
Kontour Rulebook
Table of Contents
Table of Contents
Contents
- 72 cards
- 1 sand timer (30 sec.)
- 1 pencil
- 1 drawing pad
Idea and Goal of the Game
The players take turns trying to make words guessed using a maximum of 15 lines. The player who draws and the player who guesses score points. The first to total 10 wins the game.
Setup
The cards are shuffled and form a pile placed in the center of the table.
The players choose, for the whole duration of the game, whether they will play with the upper part of the cards or the lower part.
- Sock / Mummy: upper part
- Book / Darth Vader: lower part
Course of the Game
The player who draws the worst starts and takes the drawing pad and the pencil. He draws the first card of the pile and turns it over to discover the words offered on the hidden side of this card.
As soon as the player has drawn, the sand timer is turned over. He then has 30 seconds to make the word he has chosen guessed.
Example: the players decided to play with the upper part of the cards. The first drawer turns over this card and so has the choice of making the others guess "sock" or "mummy".
The blue word will earn 1 point for the drawer who manages to make it guessed. The orange word earns 2, but it is more difficult.
Rules for the drawer
- He must count his lines as he goes and must stop drawing as soon as he has made 15 or as soon as the sand timer is finished.
- 1 line = a straight line.
- Drawing a curve is forbidden.
- It is possible to continue a previously drawn line without it counting toward the 15.
- Making arrows, numbers or letters is forbidden.
- The drawer may not speak, but may indicate with a gesture whether a guess is getting close to the answer or is off-topic.
- If a player proposes an answer that is entirely a synonym of the word to be guessed, the answer is accepted (example: Doctor - Physician, Ship - Boat). Likewise for a masculine/feminine term (Dancer - Dancer).
- If a player proposes an answer that includes the right answer, it is accepted: tennis racket for tennis, for example.
Rules for all the other players, who guess
- There is no limit to the number of guesses the players may give.
- If the drawer has used his 15 lines and time remains, the players may continue to make guesses.
If a player finds the drawn word before the end of the sand timer, he scores one point; the drawer scores one or two points depending on the word chosen (one point for a blue word, two for an orange word).
The points are symbolized by the cards. The player who guesses wins the card on which the guessed word appears. The drawer draws one or two cards depending on the word he managed to make guessed.
If several players give the right answer at the same time and it is impossible to separate them, each of them scores one point.
If nobody found the right answer before the end of the sand timer, nobody scores a point.
Once the turn is over, the player to the left of the drawer becomes the drawer in turn.
End of the Game
The first player to total 10 points (10 cards) wins the game.
In case of a tie at the end of the game, the player with the lowest score breaks the tie between the 2 players by becoming the drawer for a last turn. The two tied players will be the only ones able to guess. The first to find the right answer is declared the winner.
Variant
The players are only allowed 2 guesses each to find the right answer.