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TTMC?: Tu te mets combien?

TTMC?: Tu te mets combien? Rulebook

Table of Contents

Table of Contents

  • The Cards
    • The Base Cards
    • The Special Cards
  • Getting Started
  • How to Play
    • Knowledge Self-Assessment Scale
  • Finishing the Game
  • Legal Notice

The Cards

"Hésite pas à débuter" (Don't Hesitate to Start) card: drawn only once, at the start of the game, to determine which team will start the game.

The Base Cards

Four themes, each covering a wide range of subjects on which teams self-assess their knowledge from 1 to 10:

  • Improbable (unlikely trivia)
  • Plaisir (leisure & fun)
  • Mature (adult topics)
  • Scolaire (school / academic)

The Special Cards

The team that lands on these spaces follows the instructions written on the card.

  • Challenge: original questions, multiple choice, and so on.
  • "Ça va pas du tout" (Things Are Not Going Well At All) / "C'est superbe" (That's Superb): bonuses on the front, penalties on the back (or the reverse, if you flip the card over).

"Hésite pas à gagner" (Don't Hesitate to Win) card: drawn when a team reaches the last space on the board.

Getting Started

  1. Form 2 to 4 teams, of 1 to 4 players each.
  2. TTMC is the first board game to ship without a pawn! Each team picks a small object to symbolize its pawn (paperclip, coin, javelin, ...). Pawns are placed on the first space of the board.
  3. The game begins when a player draws a "Hésite pas à débuter" card and reads it aloud.
  4. Play proceeds clockwise, using a watch, not provided. Teams take turns, each answering a single question per turn even after a correct answer.

How to Play

The theme is determined by the space the pawn is on. For example, every team plays with the Improbable theme at the start of the game.

Teams self-assess their knowledge from 1 to 10 on the drawn theme's subject. The question corresponding to their self-assessed score is then asked by the team to their right.

Knowledge Self-Assessment Scale

  • 1, 2, 3 — Faibles (Weak)
  • 4, 5 — Basiques (Basic)
  • 6, 7, 8 — Plutôt pas mal (Pretty Good)
  • 9, 10 — Expertes (Expert)

Unless stated otherwise, the team has 30 seconds to answer the question. This time limit may be extended at the other teams' discretion.

Players on the same team may confer with each other. The use of dictionaries, phones, smoke signals, encyclopedias, or telepathy is forbidden during the game. Only Morse code is tolerated.

Only one answer will be accepted.

  • Correct answer: the team advances the number of spaces corresponding to their self-assessed score. If the answer is incomplete or imprecise, the team asking the question may ask for the answer to be rephrased.
  • Wrong answer: the team stays on the same space (unless stated otherwise).

Finishing the Game

To be declared the winner, a team must make its way around the board, then correctly answer a "Hésite pas à gagner" card.

  • Wrong answer: the team draws a new "Hésite pas à gagner" card on its next turn.
  • Correct answer: the team is declared the winner. It may then choose to go do something more productive for France, or start a new game — if the size of our country's deficit doesn't put them off.

Legal Notice

The TTMC game, its questions, and its visuals are an original creation protected by copyright. Its use is reserved for private circles. The choice of questions was made entirely subjectively by the authors. We warmly thank the immune system, rindless ham, and white blood cells.