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QUICK!How do you get your team to say BISHOP? Think fast, talk fast and don’t say a Taboo word or you’ll get called and lose a point! You might say: |
As you call out the clues, your teammates shout out the answers. Before playing, please read the rules that follow. Not to do so would be TABOO! |
RULES: OBJECT: GETTING READY TO PLAY• You will need a 30 second timer and a pad for keeping track of the score. TAKING YOUR SEATS 3. The Clue-giver’s teammates are not allowed to see the cards and they should sit opposite their Clue-giver, waiting to shout out their answers. 4. After Team A’s Clue-giver has completed a turn, a member of Team B is chosen to be the next Clue-giver for their team. Seats are exchanged so that the new Clue-giver’s teammates cannot See the cards and the opposing team can see the cards. Team A will now call out if Team B’s Clue-giver says a TABOO word. PLAYING THE GAME1. The Clue-giver draws a card and holds it so his/her team cannot see. The word at the top of the card is the Guess word the Clue-giver is trying to get his or her teammates to say. The four words below the Guess word are the Taboo words the Clue-giver CANNOT say when giving clues for the Guess word. 3. RULES FOR CLUES 4. As the Clue-giver gives clues, his or her teammates shout out possible words trying to say the Guess word. There is no penalty for wrong guesses. 5. SCORING A POINT 6. LOSING A POINT Getting called: During the Clue-giver’s turn, the members of the opposing team watch the Clue-giver and the cards. If a Taboo word is used by the Clue-giver or if any of the RULES FOR CLUES are broken, the call is sounded by the opposing team. This signals that the card is dead. The opposing team then quickly explains why the card was killed. The Clue-giver removes the dead card from the hand and places it in a discard pile. Then the Clue-giver quickly draws a new card and continues playing. The number of cards in the discard pile are the points awarded to the opposing team on a turn. Passing on a card: You may choose to pass and not play a card at any time during your turn as the Clue-giver. Pass by removing the card from the easel and placing it in the discard pile. The opposing team scores a point each time you pass. Remember, you are racing against the timer and it may be in your best interest to pass rather than spend a lot of time on one card. 7. The Clue-giver’s turn continues until the timer runs out. 8. If there is an unfinished card in the Clue-giver’s hand, place it out of play. It does not count in the scoring. Now count the remaining cards that have been played for the Clue-giver’s team’s score. Count the cards in the discard pile for the opposing team’s score. Record the scores on the score pad for each team after each turn. 9. All cards in the hand and in the discard pile are placed out of play, before the opposing team’s Clue-giver starts the next turn. WINNING THE GAME In the case of a tie, each team chooses their best Clue-giver and takes one more turn to determine the winner.
This is a variation of the original TABOO rules © 1989 Milton Bradley Company. |
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