RulesPal
Chat
Rulebook
Wibbell++ thumbnail

Wibbell++

Wibbell++ Rulebook

Table of Contents

Table of Contents

  • The Deck
    • Anatomy of a Card
    • Guide for Players
  • Core Game 1: Wibbell
    • Overview
    • Setup
    • Start the Round
    • Valid Words
    • Ending the Round
    • Start a New Round
    • Ending and Scoring the Game
    • FAQs / Clarifications
    • Optional: Player Handicaps
    • Optional: Simple Mode
    • Maybe Try...
  • Core Game 2: Phrasell
    • Overview
    • Choose the First Judge
    • The Judge Chooses a Topic
    • The Judge Reveals 4 More Letters
    • Everyone Else Makes Up Phrases
    • The Judge Picks a Winner
    • Repeat the Process
    • Finish the Deck
    • Tips for Fun
    • Optional: Shorter Game
    • Optional: Jury Voting
  • Core Game 3: Grabbell
    • Overview
    • Setup — Distribute the Cards
    • Play — Grab the Cards!
    • Slamming — Stop Whenever You Want
    • Checking and Scoring
    • Variant: Raised Hands
  • Core Game 4: Alphabetickell
    • Overview
    • Setup — Choose Your Starting Cards
    • Play a Round — Assembling Lines
    • Flip Another Card
    • Ending the Round and Scoring
    • Play Multiple Rounds — Reach 25+ Pts
    • Letter Frequency Reference
    • Example Turns
  • Core Game 5: Faybell
    • Overview
    • Choose the Starting Player
    • Place the Deck Between Everyone
    • Phase 1 — Creating Story Elements
    • Phase 2 — Storytelling
    • Progressing and Concluding
    • Useful Words for Awkward Letters
    • Possible Story Elements
    • Optional: Fewer Elements
    • As a Learning Aid
  • Core Game 6: Coupell
    • Overview
    • Setup
    • Each Turn You Will
    • Step 1 — Draw 3 Cards
    • Step 2 — Perform Up to 2 Actions
    • Step 3 — Count Your Cards and Check for Failure
    • Alternate Taking Turns
    • Play Until the Deck Runs Out
    • Check Your Scores Are in Balance
    • Scoring Guide
    • Communication Limitation
    • Notes / Clarifications

The Deck

Wibbell++ is a deck of 48 pairs of letters, for which infinite games can be created. Inside the box, you will find rulesheets for 6 very different games. These are the "core" games. Online, you can find rules to an expanding library of games.

Anatomy of a Card

Border: There are 6 different borders. Each border appears on 8 cards. This is often irrelevant.

Top letter: There are 8 possible top letters: A, E, I, O, N, R, S and T. These are the easiest letters to use and appear on 6 cards each.

Lower letter: Lower letters are trickier to use and appear on 1 to 5 cards. They are apportioned according to how difficult they are to use when constructing words; the most difficult letters appear only once.

Number: These tell you how many cards the bottom letter appears on. None of the core games use the numbers as such, but the information can be useful for Alphabetickell and Coupell.

Guide for Players

Read through the games' overviews and try whichever ones seem most appealing. When choosing, consider the number of players available and the mood at the table. It may arise that some games are never played. Maybe you never play with more than 4 players. Maybe you hate co-operation or don't like realtime games. That's OK.

No game is for everyone (or every moment), but I hope that at least one will bring you real joy.

Core Game 1: Wibbell

The fastest word-game in the West! 10-15 minutes, 2-7 players.

Overview

Players race to shout out words that use at least one letter from each central card AND one letter from each card in front of themselves. As the game goes on and you collect more cards, it will get harder and harder! Whoever collects the most cards wins the game.

Setup

If playing with 2 players, use 23 random cards. Put 25 random cards back into the box.

If playing with 3 players, remove 11 random cards.

With 4 or more players, use the entire deck.

Place the deck face down between everyone. You don't need to shuffle, but go ahead if you enjoy the ceremony.

Start the Round

Flip 2 cards face up.

Everyone races to shout a word containing at least 1 letter from each card. Use any additional letters you wish. The letters on the cards are NOT a restriction on what you can use, but a requirement to be met.

The first player to do so takes either card (they choose), places it face up in front of themself, and then flips another card to start the next turn.

In future turns, players need to shout out words containing at least 1 letter from each of the 2 central cards AND every face-up card in front of themselves.

Example: Micol has 2 cards in front of herself. She could shout, "hints", "mission" or "kissing". "Sin" would be invalid.

Valid Words

You may not use any proper nouns. No names of places, people or companies.

Also, you can't shout words already used to take cards this game, nor derivatives of those words. E.g. If someone already used 'explore' to take a card, you can't say 'exploring' or 'exploratory'. If you already said a word but didn't win a card with it, you can repeat the word.

Ending the Round

When someone takes their 3rd card of the round, they take both cards from the centre. They choose any one of their 4 cards to keep as a permanent handicap!

Then, everyone flips their other cards face down. You no longer have to use those cards within your words.

NOTE: You need to win 3 cards within a single round to end the round (and get a permanent handicap). Permanent handicaps don't count as one of the '3 cards won'. If the same player wins a 2nd round, they take a 2nd permanent handicap. Someone who keeps winning rounds will get more and more permanent handicaps.

Permanent handicaps are never flipped face down, but still count as points at the end of the game. If you keep your face-down cards sideways, and place your permanent handicaps on top, you can more easily distinguish between permanent handicaps and cards you won this round.

Start a New Round

You then start a new round simply by flipping over 2 new cards. Play as before.

Ending and Scoring the Game

Keep playing until the deck runs out. Whoever wins the last turn of the game takes the final card. If the round is reset when only 1 card is in the deck, the round winner takes the final card.

Count all your cards — whoever has the most is the winner! Count your face-down cards as well as any permanent handicaps. There can be multiple winners.

Congratulations are in order!

Precise rules on timing and other notes can be seen overleaf.

FAQs / Clarifications

When multiple people shout a word: Whoever FINISHES saying the word first takes a card. If unsure who finished first, the shortest word wins. If the words are the same length, the first — alphabetically — wins. If the words are identical, put the 2 central cards underneath the deck, shuffle the deck, and redeal.

If someone shouts something wrong: If you make a mistake, you can no longer win the current turn. If only one player is competing for a card, they collect it automatically.

If many cards have the same letter: If you want to use (e.g.) an 'A' on multiple cards, the word needs to contain an 'A' for each card.

Can I shout something after someone else? When someone else shouts, you can still shout, or keep thinking if you're not 100% sure that the other person's word is 'correct'. After you've shouted your own word, you can check the earlier words.

Do I take a card straight away? When you shout a word, double-check and wait for someone else to agree that it's valid before you take your card.

How do we check a word? If unsure, look it up online (perhaps you have a smartphone?) on any agreed dictionary. If you don't have access to the internet, consult a local dictionary. If there is no dictionary in your room, just try to come to a consensus without killing each other.

Optional: Player Handicaps

If someone consistently wins, start them with 1 or even 2 permanent handicaps! These will NOT count as points at the end of the game.

Optional: Simple Mode

End each round when someone wins their 4th card rather than the 3rd. Take the 5th card as a bonus but do not keep it as a permanent handicap. This will make the game generally faster as a whole.

For an even simpler game, end rounds as normal (end when a 3rd card is taken, and the 4th card is taken as a bonus) but do not use permanent handicaps.

Maybe Try...

Wobbell. A game created by James Davies, as a 'sequel' to Wibbell. Wobbell is more chaotic, as you steal cards from other players, scrambling to be the first to have 3 cards. The rules for Wobbell (and many other games) are available at: stuffbybez.com/wibbell/

Core Game 2: Phrasell

Inventing amusing little phrases. 15-30 minutes, 5-15 players.

Overview

Everyone races to shout 4-word phrases, using 4 letters as initials and trying to relate to a topic chosen by the judge. The judge picks their favourite, awards points, and the process is repeated.

Choose the First Judge

I recommend whoever most recently read this sentence — probably the owner of the game, or whoever is teaching it.

The Judge Chooses a Topic

Flip a card face up and use it to inspire any topic you wish (e.g. 'OC' might inspire 'octopuses', 'the sea', 'letters with curves', 'obsessive-compulsive behaviour', 'circles', 'Orange County', 'OAPs', 'colds' or 'Count Olaf').

The Judge Reveals 4 More Letters

Flip over 2 more cards, revealing 4 letters. These are the letters that will be used as initials.

Everyone Else Makes Up Phrases

Now, all the other players race to invent 4-word phrases that use those 4 letters as initials. They should try to relate to the subject you picked. They could be interesting, factual, silly, true, ridiculous, insightful or just whatever occurs. Anything you say is valid.

Example: Liz picks 'the sea' as a topic, then flips over 'OU' and 'IC'. People shout:

  • "Creatures In Our Underbellies!"
  • "In Canals, Oceans Unite!"
  • "Crazy Universes Inside Oceans"
  • "Can I Use Oceans?"
  • "Indian Ocean's Unsettled Currents"
  • "Utopia Includes Our Crustaceans"
  • "Oceans: Universes of Incredible Creatures"
  • "Crabs Inching Over. Ugh."

The Judge Picks a Winner

At any time, the judge can end the round. You can end it as soon as you hear a phrase you particularly like, or wait a while and let the creative juices flow.

Give the 3 cards to your favourite phrase.

You may, alternatively, give 2 cards to your favourite phrase and 1 card to your 2nd favourite. You cannot split the cards 3 ways — someone must get at least 2.

Use any judging criteria. Maybe a phrase that made you laugh, an insightful observation, one you found particularly poignant, or even one you enjoyed because of the flattery.

Repeat the Process

The person who won 2 or 3 cards is the next judge. They will flip a card, pick a topic, flip 2 more cards, listen to the phrases, then award the 3 cards to their favourite(s).

Finish the Deck

Once the deck is finished and the last 3 cards are awarded as points, the game is over. Whoever collected the most cards wins the game.

It is appropriate to nod approvingly at the winner — perhaps even clap — for they have proven to be the person with the best empathy, wit and mastery of language.

Tips for Fun

More people is generally better. If you can fit more than 15 players around the deck, you can play with more! As long as everyone can see the main 4 letters, you're good to go.

Only start saying your phrases when you have worked out the entire phrase. If you stop halfway through to work out your last word, it's less impressive and exciting.

Don't be afraid to repeat words that have already been used. Maybe you can improve on a previous phrase. Or maybe you can use a word in an entirely new context!

Don't be afraid to say something underwhelming, especially if you think of it straight away!

You are allowed multiple phrases. Keep thinking and feel free to shout something new, especially if you think it's quite different to/better than your last phrase.

As a judge, your main responsibility is timekeeping. Don't be afraid to end the round early if everyone is struggling and you've heard a phrase that seems OK. Conversely, don't end the round too soon — give folk time to ponder.

Optional: Shorter Game

If you have limited time, you can treat the game as an activity and simply stop whenever you wish.

Optional: Jury Voting

When judging, you do not determine the winner. Instead, your role is ONLY that of timekeeper. You stop the round whenever you wish, after which EVERYONE (on the count of 3) votes for their favourite phrase-maker that round. The winner (whoever has most fingers pointing at them) gets the 3 cards and is the next judge.

If there's a tie, the judge picks one of the tied players to get 2 cards (and become the next judge) and another one of the tied players to get 1 card as a runner-up prize.

Core Game 3: Grabbell

Silly, speedy pattern recognition and slams! 2-3 minutes, 2-7 players.

Overview

Players race to grab a sequence of matching cards, whilst working out the best time to stop collecting to get additional bonus points (pts)!

Watch out! Your pile will be checked at the end, and a single mistake will disqualify you!

Setup — Distribute the Cards

Shuffle the cards thoroughly. Deal each player 1 card face down (unseen).

Clear a surface and scatter the rest, face up. This can be done in a wanton manner, with cards at jaunty angles partially (or even entirely) covering each other.

Play — Grab the Cards!

On the count of 3, everyone flips their card face up into the palm of one hand. This card will form the start of your stack. It should always remain in your hand.

As fast as you can, take cards with your free hand, placing them on the palm of the other hand one at a time to form a stack.

Each grabbed card must match either a letter or the border pattern of the previous card in your stack. For this game, numbers are ignored.

Example: you could pick up the cards below in the order shown. The first 4 cards below are valid, but the others afterwards are wrong.

(The Game Example in the printed sheet is illustrated with panels. Its captions read: "shuffle the cards", "deal 1 each", "spread the cards", "1, 2, 3, GO!", "Grabbell! Grabbell! Grabbell! oh, damn...", "16 cards, 10 bonus points - you get 26 points!", and the scores 16+10, 14+10, 15+3, with Karolina winning.)

Slamming — Stop Whenever You Want

At any time, you can stop collecting cards by slamming your stack face down, keeping your hand firmly on top of it, and shouting, "GRABBELL!"

If you are not the last person to stop, you get 10 bonus pts. Everyone else can continue; don't stop too early!

The last player shouting "Grabbell!" gets as many bonus points as there are cards remaining! If there are only 3 cards left, you might see a quick succession of shouts as everyone would prefer to have 10 pts rather than 3. Conversely, if there are 12 cards left when everyone stopped, the last player to stop actually benefitted!

In the event of a tie for last, tied players all get as many bonus pts as cards left on the table.

If only one player is left, they stop playing. Whatever they do is futile — their score cannot change. However, it's never too late to change your life. Whilst some things — like your score in this game — may be a lost cause, you are always in control of so many other things, can do so much, and you rock.

Checking and Scoring

Everyone passes their stack of cards to the player on their left to be checked and then counted. Anyone who made a mistake (2 cards in a row matching neither a letter nor the border) scores nothing.

Everyone else scores the number of cards in their stack + their bonus points (either 10 pts or the number of cards on the table).

Example: Sarah picked up 12 cards, for a total of 13 in her hand, and stops last. There are 5 cards on the table. Sarah scores 18 (13+5). If Sarah had not stopped last, she would have scored 23 (13+10).

The winner may rejoice and make a funny face if they wish. I suggest you play again, but only if you all had fun. A good policy for life — only do things that you either enjoy, benefit from, or which benefit others.

Variant: Raised Hands

If anyone wants an additional challenge, they should keep the hand holding their stack above their head at all times! It means moving the grabbing hand farther and previous cards can't be seen as easily. Remember — you can only take 1 card at a time! I suggest the previous winner adopts this practise.

Core Game 4: Alphabetickell

Assemble an alphabetical sequence. 20-30 minutes, 2-5 players.

Overview

Take cards to place in an alphabetical order in your own personal line. You can skip letters, but can never use any letter you skipped. Think about the letter distribution, others' lines and the discarded cards. When 4 cards are discarded, the round ends and everyone scores! Play to 25+ points (pts).

Setup — Choose Your Starting Cards

Choose a dealer. For the first round, the dealer is the player whose name is earliest in the alphabet.

Deal each player 3 cards. Starting from the dealer and going clockwise, choose 1 to keep face up in front of you, starting a personal line of cards. Shuffle the others back into the deck.

I suggest keeping a card with letters in the middle of the alphabet. Anything before I or after S might be a bad choice.

Play a Round — Assembling Lines

Begin the game by flipping a card face up. In turn order, clockwise starting from the dealer, each player either passes or takes that card to add to either end of their line. When the game begins, your 'line' is just one card. When taking your 2nd card, you must immediately choose which letters on those 2 cards you are using. To make it obvious, perhaps raise/lower your cards.

The line of cards must be in alphabetical order based on 1 letter from each card. Letters can be skipped (i.e. letters do not need to be consecutive). No letter may be repeated.

Cards must be added only to the left and right, never in the middle. So, once you skip a letter, you cannot ever take it.

EXAMPLE: Marti has the sequence 'NPS'. Marti cannot place another N, P or S (cannot repeat letters), and cannot place an O, Q or R (cannot place cards into the middle of a sequence). Marti can use any letters before N or after S.

Flip Another Card

If a card is taken by someone, the player to their left becomes the next dealer (i.e. the player to the left of whoever took a card has the first 'right of refusal' on the new card).

If everyone passes on a card, it is discarded and the same dealer flips over a new card.

Ending the Round and Scoring

When 4 cards have been discarded, the round ends. Everyone then scores. In the unlikely situation that the deck runs out, you also end the round and score.

Each card is worth 1 pt.

EXAMPLES:

  • Maria has 6 pts. Maria waited too long for the 'K'.
  • Ed gets 11 pts. Ed carefully considered letter distribution.
  • Bez has 9 pts. They sometimes skipped too many letters.

Play Multiple Rounds — Reach 25+ Pts

Stop if anyone has 25 pts or more. Whoever has the most points is the winner! Congratulations!

Otherwise, start a whole new round. Whoever has the lowest score is the starting dealer. If there is a tie for lowest score, choose the tied player with the name earliest in the alphabet.

Now, all the cards are shuffled back into the deck to begin a new round.

Letter Frequency Reference

For your reference: the alphabet, and letter frequency, is:

A 6, B 4, C 4, D 5, E 6, F 2, G 3, H 5, I 6, J 1, K 1, L 5, M 4, N 6, O 6, P 2, Q 1, R 6, S 6, T 6, U 3, V 1, W 3, X 1, Y 2, Z 1

Example Turns

Kes and Cat are playing. Kes chose 'SG' and Cat chose 'AJ' to start their personal lines.

Kes is the first dealer and flips 'EW'. Kes takes it, placing it to the right to form 'S', 'W'.

As Kes took a card, Cat is the next dealer. Cat flips 'AM', taking it to form 'J', 'M'.

Kes is the new dealer. They flip 'OH', taking it to form 'O', 'S', 'W'. This is probably a bad move — they are skipping 9 cards (2 'P's, 1 'Q' and 6 'R's)!

Cat flips 'AP' and passes. Kes takes it, placing it to the left of their line. This is a big mistake.

Since Kes took the last card, Cat becomes the dealer and flips over the next. Cat flips over 'EL' and passes. Kes is forced to pass — with an A on the left, cards can only be placed on the right. The only letters Kes can now take are X, Y or Z.

As everyone passed, Cat is still the dealer and flips another card. Cat will probably win. Kes realises that they made big mistakes but is just learning and feels OK.

Several turns later, 4 cards have been discarded and the round ends. Cat has 11 cards so scores 11 pts. Kes only has 5 cards for 5 pts.

Core Game 5: Faybell

A co-operative storytelling activity. 15-30 minutes, 2-4 players.

Overview

Weave a story together, one sentence at a time. First, you will communally determine 4 story elements that must be included. Then, each player will tell part of the story and also provide a keyword for the following player to use. After all 4 story elements have been used, finish the story.

Choose the Starting Player

Use any method. I suggest the best storyteller. Or if you can't decide that, the player who most recently told a good story. Or if you can't decide that, choose the player whose name starts earliest in the alphabet.

Place the Deck Between Everyone

There is no need to shuffle, but feel free to do so.

Phase 1 — Creating Story Elements

Each player, in turn, flips a card face up and uses the 2 letters as initials of 2 words, describing a story element. Use the letters in order (e.g. IQ could be 'Intelligent Questions', 'Industrial Quota', 'Illustrated Questionnaire', 'Inventing Quoridor' or 'Irritating Quandary').

Place each card face up on a communal timeline wherever you choose — before, after, or even in-between previous story elements. This timeline shows the order that the story elements will be mentioned.

After the 4th story element has been placed, the storytelling begins.

Phase 2 — Storytelling

The next player now starts the story, telling the first sentence.

After this, they flip a new card face up, and say a keyword starting with either letter, which the following player must include in their sentence. This could be a word aimed at guiding the next player, implying where you hope they will take the story, giving them a helpful restriction, or perhaps — for extra silliness — challenging them with a strange word that will be hard to fit in.

Each subsequent player narrates the following sentence of the story including the previous player's keyword within that sentence; then flips a card and chooses a keyword starting with either letter for the next player to include.

If someone really wants to speak for more than one sentence, that's OK. If they forget to use the keyword mentioned, they can add another sentence and include the word. The intention is simply that no player should dominate.

Progressing and Concluding

Together, try to tell a satisfying story involving every story element.

Whenever the leftmost story element is mentioned, turn it sideways. You can only turn one story element on your turn. Keep taking turns, slowly moving towards the next story element in the timeline. You can keep referring to previous story elements. It is better if you do not rush through, but instead take your time and enjoy the story you are telling. Feel free to take as many turns as you wish before incorporating the next story element.

After using every story element, work together to reach an enjoyable end. Anyone can finish the game after their contribution, simply by saying 'the end'.

If any of you are happy, you all win!

Maybe take a minute to reflect upon the story you told together; its beauty, warts and idiosyncrasies. Or just smile at each other in silent appreciation of the story that you — and only you — have told. Or do neither of these. The choice is yours. Your life is a story that only you can tell.

Useful Words for Awkward Letters

J: Jaguar, Jet plane, Jumping, Jupiter, Japan, Jelly, Just

K: Kangaroo, King, Koala, Killer, Kate

Q: Qi, Quick, Quandary, Question, Queen, Quarrel, Quacking, Quiet, Quest, Quality, Queer, Quoting

V: Vet, Vest, Veering, Vertebrates, Values, Venting

W: Wetness, Wildness, Wit, Wind, Water, Wearables

X: X-men (mutant superheroes), Xenopus (a type of clawed frog without a tongue), Xerosis (abnormal dryness of the skin or eyeball), Xylem (water-carrying vessels in plants), X-chromosome, X-factor, X-rays, Xmas, Xena (a character in an old TV show), Xyster (a tool for scraping bones).

Z: Zoo, Zebra, Zenith, Zest, Zero, Zigzag, Zone

Possible Story Elements

This card [AP] could be: Algerian President; Antarctic Piracy; Angry Pounding; Alternative Party; American Possibilities; Archaic Pride; Anteater Poison; Amaretto Pouring

This card [SG] could be: Superb Greens; Scheming Geriatric; Standardised Gaps; Scary Ghost; Screaming Golfers; Spitting Gum; Super-sized Grasshopper; Slot Gambling; Spanking Games

Optional: Fewer Elements

If you wish, feel free to play with only 3 story elements rather than 4. This will make them easier to remember and tends towards either shorter or more freeform stories.

Be sure to not rush through them all in phase 2, but take as much time as you wish exploring each story element before introducing the next one.

Tangents are always fine. Incidentally, I like cats. Also, dancing. I want to dance more. Some brick walls are beautiful, with lovely details and colours. Just like cats.

As a Learning Aid

Children who can already read might find this helps increase language proficiency. Faybell strongly encourages creative thinking as you first devise unique story elements and then use language to connect them all.

Core Game 6: Coupell

Co-operating to make longer words whilst being perfectly balanced at the end. 25-40 minutes, 2 players.

Overview

In Coupell, you are a team! Work together, move each other's cards and make words to score points. The goal is to score the most points whilst ensuring your personal score piles are perfectly balanced at the end!

Setup

Deal each player 3 cards face up — your hand. You can either hold them in your hand or place them on a table. Make sure you can see each other's cards. Never change the order of your cards, unless using an action.

Leave space for a communal discard pile and 2 personal score piles (1 for each player).

The other player is your partner.

Each Turn You Will

  1. Draw 3 cards
  2. Perform up to 2 actions
  3. Count your cards

Details of these 3 steps are below.

Step 1 — Draw 3 Cards

These should be drawn and added to the right side of your hand one at a time. Remember — you may not change the order of your cards.

Step 2 — Perform Up to 2 Actions

Choose any of the following actions. You may perform the same action twice. You may perform only 1 action — or even no actions — if you wish.

Move a card in your partner's hand. Take one of the cards in your partner's hand and place it elsewhere in their hand.

Example: Joost moves Kerry's card to set them up. (Kerry can now spell 'TIDE'.)

Give your partner a card. Take one of the cards from your hand. Place it anywhere in your partner's hand.

Example: Joost sets them both up. (By removing the blocking card Joost can spell 'DESTROYS'. Kerry receives the SX card and can now play 'TIDES'.)

Claim a word. Four or more adjacent cards may be discarded from your own hand IF they spell a word of at least 4 letters, using exactly 1 letter from each card, from left to right.

Remember — you may check a dictionary up to once per turn for 'free'. Please turn over for details.

When you claim a word, place the first 3 cards into a communal discard pile. The remainder go into a face-down personal score pile (scoring 1 pt per card).

Examples: A 4-letter word scores 1 pt whilst a 6-letter word scores 3 pts.

Example: Kerry scores 'TIDES'. They discard 3 of the 5 cards used, placing 2 cards into their personal score pile.

Example: On their next turn, Joost claims 'DESTROYS'. They discard 3 of the cards into the communal discard pile and place the other 5 into their personal score pile for 5 pts.

Step 3 — Count Your Cards and Check for Failure

You are only allowed to have a maximum of 8 at the end of your turn. If the active player has 9 or more cards in their hand at the end of their turn, the game immediately ends and you both lose.

Note: You may have more cards at any other time – you just need to ensure you can make a word or give away cards so you have fewer than 9 at the end of your own turn.

Example: At the end of Joost's turn, they had 7 cards. Then, Kerry gave Joost a card and Joost drew 3 at the start of their next turn, putting them at 11. Joost claimed a word to have fewer than 9 cards by the end of the turn. This is perfectly fine.

Alternate Taking Turns

After you have completed your turn, your partner then takes their turn. Play alternates in this way until the end of the game. A turn involves the 3 steps above: draw 3 cards, perform up to 2 actions, then count your cards and check for failure.

Play Until the Deck Runs Out

When anyone draws the last card of the deck, the game is almost over. You each take 1 final turn. Skip step 1 (don't draw cards) but you can then give cards, rearrange your partner's cards, and/or score a word.

In other words, there are 2 final turns after the deck finishes. You will both have taken an equal number of turns.

Check Your Scores Are in Balance

Check your personal score piles. If they are not identical in number of cards, you both lose!

Otherwise, you both win! Congratulations!

You can measure your performance using the following guide, or simply try to beat your previous attempt. But whatever your score, you are a couple of winners and you have won the game of Coupell! Do not let the fact that you have not achieved the ultimate rank of 'Awesome' take away from your victory.

Example: Bez and Elena finish with 12 cards in Elena's personal score pile and 11 cards in Bez's. They both lose as they did not maintain balance.

Example: Aiden and Laura finish with 7 cards in Laura's personal score pile and 7 cards in Aiden's. They both win, with a rank of 'Good'.

Not an example: Ruth and Hywel are dancing. That is almost entirely unrelated to these rules.

Scoring Guide

  • 4-6: Success. Well done on maintaining balance! If you try again, I'm sure you can do even better.
  • 7-8: Good. You made a couple of longer words! Nice!
  • 9-10: Great! You have clearly gotten the hang of the game and are playing skilfully! Maybe consider increasing the difficulty by limiting communication further? (see below)
  • 11-12: Brilliant! You are working well together and your planning is superb!
  • 13+: A perfect couple! You are a seriously skilled couple at Coupell! Possibly one of the best in the world! Such an accomplishment should be celebrated and shared! [The designer's request to share results with contact details and social-media handles has been omitted.]
  • 19+: Incredible. Literally incredible. I think you must be playing wrongly.

Communication Limitation

Depending on your tastes, you may wish to increase the difficulty by limiting your communication.

Full communication anytime: For your first game or two, say whatever you want. This allows you to focus on learning all the rules of the game. Remind each other of the hand limit and keep track of your score piles together to help you achieve balance at the end.

If you start getting 'Great' scores, I recommend limiting your communication further.

Limited communication outside your turn: This mode works well after you have learned the rules.

On your turn, you may say anything you want. To make the game easier, talk about words you are setting up and remind each other of valuable letters.

When it is not your turn, you may not point or speak EXCEPT to say yes/no if asked a question.

No communication outside your turn: This is my favourite mode of play and is highly recommended by me — Bez.

When it is not your turn, you may not communicate at all. You may not point at cards, perform signals, or speak in any language.

On your turn, you may freely communicate. To make the game easier, you should be fully communicating all your plans and intentions on your own turn.

Silence: If you both feel ready for the ultimate challenge, try playing the game in absolute silence.

You may enjoy listening to your favourite album, perhaps enjoying a medley of melodies and countermelodies emanating from a speaker. The 'silence' refers only to you and your partner, in relation to the game. Of course, there is no true silence — if you choose to play without music, you may hear the sounds of your breaths/movements and the world around you. Modern technology often hums. We breathe in and out. Depending on where you are, and the time of day, you may hear birds singing, neighbours laughing or cars passing by.

Furthermore, if you want to sing along to your album or mention something unrelated to the game, that is outside of the remit of these rules. Do what you want in life.

Notes / Clarifications

You can count the piles of cards. You are always allowed to count the cards in your personal piles. The intention is NOT that you risk losing by forgetting how many cards you have scored. You can check.

You can even count the deck to see how many turns are left!

You cannot take cards — only give. However, if you really want one of your partner's cards, you can (depending on your communication limitation) ask them to give it to you on their turn.

You cannot move your own cards. In step 2 of your turn, you can move only your partner's cards. The only way you can affect your own hand is by removing a card to give to your partner.

What Words Are OK?

You may not use any proper nouns. No names of places, people or companies, unless of course — like 'Bill', 'Apple' or 'Shell' — they are also 'real' words.

Beyond that, any word is OK. Colloquialisms are fine. I suggest deciding upon a respectable dictionary and allowing any words it contains.

Checking Dictionaries

You may check a dictionary once per turn for 'free'.

To clarify: You may, without penalty or using an action, either look up one specific word, or type a single word into the online dictionary you have chosen.

This can be useful to check the validity of words before you work towards a word, or try to claim it.

You may also 'risk' an action to claim a word you're unsure of. You would only do this in exceptional circumstances, after already using your one 'free' check.

Check the dictionary before you claim the word. If the word is wrongly spelled, or not a real word, your cards are kept and the action is wasted.

Strategy / Tips

Avoid 4-letter words. By simply making a word one letter longer, you will get double the points! Of course, even longer words are even better. It's important to score as many points as you can with finite cards.

Stretch yourself — take risks! Don't aim for a tiny hand. To make the longest words, and the best score possible, you will need to sometimes push against the limits of what is allowed. You might even have 13 cards — by having 8 at the end of the turn, being passed another 2, and then drawing 3 more. A 10-letter word is very difficult but it has been done!

Focusing on one player at a time may help. Maybe you can spend a few turns working on a long word, whilst your partner makes short words to keep your hand sizes low enough. Then you can swap roles — your partner working on a long word whilst you work to ensure your hands stay small.

You only need to be balanced at the end! Earlier in the game, you can focus on creating longer words, even if it means that your personal score piles are getting increasingly unbalanced.

Consider the future. You may have most of a longer word. Maybe it's worth waiting for the letters you need! Or — if you already have a short word — maybe you can use a different tense, or pluralise it for extra points.

Consider the card distribution. Each letter appears finite times. The 'S' is very versatile. If you are waiting for a 'common' letter, you are likely to get it within 2 or 3 turns. If waiting for a 'P', it will likely take longer.

  • What Words Are OK?
  • Checking Dictionaries
  • Strategy / Tips