Shout the Clue
Shout the Clue Rulebook
Table of Contents
Table of Contents
Components
- 250 Word cards
- 8 Constraint tiles (Easy side yellow, Difficult side red)
- 1 Fiasco game board in 2 parts (to be assembled)
- 1 Fiasco token
- 1 90-second sand timer
Goal of the Game
As a team, decode as many words as possible in each round before the game turns into a Fiasco!
Setup
- Assemble the Fiasco game board and place it in the centre of the table.
- Place the Fiasco token on the space on the board corresponding to the number of players, as shown in the image (example of a 4-player game).
- Distribute a pile of Word cards, face down, to each player:
- 3-4 players: 5 Word cards
- 5-6 players: 6 Word cards
- 7-8 players: 7 Word cards
- Give the sand timer to the person with the most letters in their first name. This player is the Decoder for the first round. All the remaining players are the Informants.
- Place 1 Constraint tile in front of each Informant. Everyone but the Decoder receives one. For a 3-player game, place 2 Constraint tiles in front of each Informant.
Note: for your first game, we recommend using the yellow Constraints.
Leave the remaining cards and tiles in the game box, they will not be used during the game.
How to Play
The game is played in rounds.
-
When all the players are ready, the Decoder turns the sand timer. They then pick up the first Word card on their pile and show it to their Informants without looking at it.
-
Informants: All at once, the Informants must give as many clues as possible. Remember: each Informant must stick to the Constraint in front of them! Decoder: Using the clues given by the Informants, the Decoder must guess the word on their card. They can make as many guesses as they like.
Note: you cannot use words with the same root as the word in question.
-
Has the Decoder guessed correctly? Now they must place the word on the table and show the next Word card to the Informants without looking at it.
If the word is too difficult, the Decoder can choose to "pass". To do this, place your Word at the bottom of your pile and reveal a new one. You'll have the opportunity to go back over passed words if there's time.
End of the round
As soon as the sand timer runs out, the round is over.
For each word that the Decoder fails to guess, move the Fiasco token down one notch on the game board.
New round
The Decoder passes the sand timer to the player on their left, who now becomes the Decoder for the new round. Then, each player passes their Constraint tile to the player on their left, so that each player has a constraint in front of them, except for the new Decoder.
Note: for 3-player games, the Informants pass the 2 Constraint tiles to the player on their left.
End of the Game
The game can end in two ways.
- The Fiasco token reaches the bomb: Boom! You've lost! Oh dear, oh dear... You might have to work on your communication skills!
- All players have played the role of Decoder at least once without the Fiasco token reaching the bomb: Victory! Give yourself a pat on the back! Why not play another game and try to do even better?
Variants
Want to adjust the difficulty level of your game?
- Increase or decrease the number of Word cards in each player's pile.
and/or
- Flip the Constraint tiles of your choice to their Easy or Difficult side.