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Picto Rush

Picto Rush Rulebook

Table of Contents

Table of Contents

  • Contents
  • Goal of the Game
  • Setup
  • How to Play
  • End of the Game

Contents

60 cards (that's 1200 words), 1 card holder, 8 pencils, 8 pawns, 1 notebook of drawing grids, 1 bell, 1 scoreboard, the rules of the game.

Goal of the Game

Scribble 20 drawings in 20 seconds (yes, you read that right) and, in a second phase, try to remember what they represented in order to score points.

Setup

Shuffle the cards and form a draw pile.

Give each player a pencil and a drawing grid. Place the scoreboard on the table and choose 1 colored pawn per player. Note your pawn's color at the top left of your drawing grid. Place the bell in the center of the table so that it is within reach of everyone.

How to Play

The last player to have drawn something becomes the first "reader" and draws 4 cards. Each card has 20 words spread across 4 colors.

The "reader" checks the color of the space their pawn is on. On each turn, the reader's pawn determines which color of word to use.

The "reader" slots the 4 cards into the card holder. They must be stacked so that each word lines up with one of the numbers from 1 to 20 and all the words are the same color (fig. 1).

Meanwhile, the other players, pencil and sheet in hand, get ready to draw.

The "reader" then reads the 20 words aloud, at a pace of 1 word every second!

Here's a trick to help you keep the right pace! Read each word once out loud and once in your head, without rushing. There you go, now you have the right timing.

While the "reader" recites their list without stopping, the players quickly draw small pictograms in the corresponding boxes to help them remember the words later. It is not allowed to write words, letters, or numbers.

Once the 20 words have been read, the "reader" will question the players one by one, going clockwise.

They ask a question of the type: "What is number X?" (X being one of the numbers from 1 to 20)

If the player knows the right answer, they score 2 points and move their pawn forward accordingly on the scoreboard.

If the answer is wrong OR the player does not know the answer and says "I pass," they score no points. At that point, the first player to hit the bell may attempt an answer. They score 1 point for a correct answer. But if they get it wrong, they lose 1 point instead, and another player may then attempt to answer.

Once the turn is finished, the "reader" questions the next player about a new word.

Important: the "reader" must not give away the answers. They only answer "correct" or "incorrect."

The turn ends once every player has answered 3 times. Only twice if there are 8 players at the table.

End of the Game

The game ends once every player has been "reader" once. The player with the most points wins the game.