Twinz
Twinz Rulebook
Table of Contents
Table of Contents
Goal of the Game
Have the most points at the end of the game.
To do so, a duo must get its partner to guess a mystery word, or players must guess as many mystery words as possible.
Components
- 108 cards, including 12 mystery words, in two decks:
- Yellow deck: novice level.
- Blue deck: expert level.
- 42 tokens: 17 worth 1 point, 15 worth 2 points, and 10 worth 5 points.
- These rules.
Each card shows a number from 1 to 6 and a word. The words are sorted by increasing length: the words on the faces with small numbers are shorter than those on the faces with large numbers.
The word list on each deck, as printed in the rules (the second word on each line is printed upside-down on the card):
Yellow deck (novice):
| Number | Word | Word (other side) |
|---|---|---|
| 1 | DÉ | EAU |
| 2 | ÉCUME | HÉROS |
| 3 | TABLE | TAPIS |
| 4 | POLICE | SOLDAT |
| 5 | LIQUIDE | CRISTAL |
| 6 | AILLEURS | AVENTURE |
Blue deck (expert):
| Number | Word | Word (other side) |
|---|---|---|
| 1 | PIS | PÂLE |
| 2 | BAVURE | CHEVEU |
| 3 | CHAPON | FAMINE |
| 4 | VELOURS | ÉQUERRE |
| 5 | REINETTE | SAMOURAÏ |
| 6 | JUSTICIER | TRICOLORE |
Preparation
Choose whether to play with the yellow deck (novice) or the blue deck (expert). Put the unused deck back in the box. Shuffle the chosen deck and make a draw pile according to the number of players:
| Number of players | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|
| Number of cards | 13 | 16 | 19 | 15 | 17 | 19 | 21 |
Each player takes a 1-point token and a 2-point token. Choose two players sitting next to each other to form the first duo.
The Game
A: The duo discovers its mystery word
The duo takes the card on top of the draw pile. The mystery word that the duo must get guessed is written in the left-hand column, on the line matching the number now showing on the top card of the draw pile.
B: The duo pronounces the clue words
As soon as the duo has seen the mystery word, the other players start a 5-second countdown out loud, clapping their hands:
"5... 4... 3... 2... 1..."
At the end of the countdown, the two members of the duo each say, without consulting each other and at the same time, one and only one clue word. The clue must relate to the mystery word so that the other players can guess it.
There are countless possible interpretations and dozens of clues for the same mystery word. For example, to get "SIRÈNE" guessed, the duo can say:
- "POMPIER" (firefighter) + "POISSON" (fish)
- or "FEMME" (woman) + "POISSON" (fish)
C: The other players guess...
Each other player proposes, when they wish, one word only:
- either quickly, at the risk of being wrong;
- or after one or more other players, at the risk of letting another player give the correct answer.
The mystery word is discovered
- The round ends immediately.
- Each member of the duo gains 1 point.
- The winner takes the card in play. It will be worth 2 points at the end of the game. If there are several simultaneous winners, each one gains 1 point and the card is discarded.
- Move on to the next round.
Examples:
A duo has the mystery word "MOUSSE" (foam) to get guessed. Simultaneously, after the countdown, one member says "MARIN" (sailor) and the other says "BIÈRE" (beer). A player proposes "MOUSSE", has given the correct answer and therefore receives the card. Each member of the duo receives 1 point.
The mystery word is not discovered
- If this was the duo's first attempt: start again from "B: The duo pronounces the clue words", with the same mystery word. The duo cannot repeat a clue word used previously.
- If this was the duo's second attempt: each of the two players loses 1 point, then the next round begins.
The choice of clue words is often tricky... The illustrated example shows a KIWI and ÉLÉPHANT pairing. The rules caption for this example reads: "Là, par exemple, c'est n'importe quoi !" ("There, for example, it's just anything!").
Penalties
-1 point for a member of the duo who:
- says their clue word after their partner;
- says a clue word that has already been used (during a previous round);
- says the mystery word. As there is no word left to discover, the duo stops there and the turn passes to the next duo;
- says nothing.
-2 points for each member of the duo if both members say the same clue word.
To Give Clues
- Miming is forbidden.
- Translations into a foreign language are forbidden.
- Clue words must not share the same root as the mystery word. For example, if the mystery word is "Jardinier" (gardener), the clue word "Jardin" (garden) is forbidden.
- It is forbidden to spell out the two clue words. However, if necessary, the duo may repeat the two words to clear up misunderstandings.
Next Turn
A new duo is formed by the second player of the previous duo and their neighbour on the left, going clockwise around the table. They draw a new card and play as described above.
In the example diagram (players Tom, Léo, Lisa, John and Inès, seated clockwise in that order): the first duo is Tom and Léo, and the next duo is Léo and Lisa.
End of the Game
The game ends when only one card remains in the draw pile (it will only have served for the number shown on its back).
Each player adds up their tokens and their cards. Cards are each worth 2 points. The player with the highest total wins.
In case of a tie, the player with the most cards is declared the winner.
Yes or No?
- Can the members of the duo communicate with each other? No. No communication is possible.
- Can the members of the duo reuse a clue word given by one of them? No. It is forbidden.
- Can the members of the duo repeat their clue words if they were not heard correctly? Yes!!!