Post by jmdarrall on Jun 19, 2016 21:17:27 GMT -5
Seeing as some members here are bringing back classic Goodson-Todman games, I figured I'd bring back the classic game of word association! However, there are
some new twists and turns to increase the stakes and the challenge.
Here are the basic rules.
BEFORE PLAY
1. Players will form two teams of two. No celebrity-civilian teams;
teams will remain together at all times and will never split or disband,
so long as they keep winning matches.
Winnings are split.
2. Teams will also decide who will give or receive first.
FRONT MATCH
1. A "match" consists of up to three "games," with the first team to
win two-out-of-three being declared the champion.
2. The player designated giver will remain so for the first game. A
game consists of five one-word Passwords.
3. The givers will be PM'd the first Password, and the giver who signed
up first will be given the option of playing or passing. Failure to
decide within 24 hours (without proper notification) forfeits control
AND allows the other team to give TWO clues, one at a time. Be careful!
4. Regardless of who starts off, the giver must give a legal clue (see
LEGAL CLUES below) to convey the Password, which the receiver then
must attempt to guess within 24 hours.
5. A correct guess on the first clue earns the team 10 points. Each
subsequent clue lowers the point value by 1 point. The only exception
is the fifth and final Password in each game, which starts at 20 points
and lowers by 2 points per clue. The team that did NOT guess the
Password gets the option for the next clue. If the Password is NOT
guessed in ten attempts, it is thrown out and not replaced.
6. At the end of five Passwords, whichever team has the higher score
wins $500 and gets a "game." Winning two games gets the "match" and
the championship. If, at any time, a team is so far ahead that it
is mathematically impossible for the other team to catch up, the game
ends and the leading team is credited with a "game."
7. Regardless of the game's outcome, the players on a team switch
roles and start the next game. For the third game, the original giver
will give.
8. An illegal clue (see ILLEGAL CLUES below) will result in the offending
team simply losing control. If a guess was given before I acknowledge
the illegal clue, it will simply be ignored. The point value will NOT
go down here. EXCEPTION: If a giver goofs and gives the Password, it
will be thrown out and not replaced, AND the opposing team will earn the point value of the Password at that point. Be careful!
BONUS ROUND
1. Before the Bonus Round, the team will decide who gives and who
receives. The players will retain this role throughout the entire
round. However, if the team is a returning champion team, they are
required to trade roles from the previous Bonus Round.
2. The Bonus Round is played in two parts. In the first part, the
giver will be PM'd four Passwords and can give up to three legal clues
for each one. For every Password correctly guessed, the team gets $500.
3. The giver must wait for the receiver to say "clue" or take a guess
before giving another clue. Failure to do so will be considered an
illegal two-word clue. Any illegal clue, or any Password not guessed
in three clues or fewer, forfeits that Password.
4. After the fourth Password is played, the giver will be PM'd a fifth
Password. At this point, he or she must decide the stakes for the
final Password, based on how few clues he or she thinks it will take
to convey the Password. If the giver thinks he or she can convey in
three clues, the team will play for 2x the money won in the last
phase. Two clues, the team will play for 5x the money won. One clue,
and the team will play for 10x the money won, for a maximum possible
payout of $20,000!
5. After declaring the stakes, the giver will attempt to convey the
Password, in the same manner as before. If unsuccessful, the team
still wins any money earned in the first part of the Bonus Round. If
successful, the team's previous winnings will be augmented to the
amount at stake!
6. Regardless of the outcome, the team will stay together until they
lose. The losing team must wait one match before trying again. The
team may reunite or split up.
MISCELLANEOUS RULES
1. No need to wait for me to acknowledge an incorrect guess before
the next team goes. However, I will check in with status updates
when I can. Likewise, in the Bonus, no need to wait for me to
acknowledge a correct answer.
2. Time limit for all communications and decisions is 24 hours.
3. The source of all Passwords is a copy of one of the home games -
yes, from the '60s! It belonged to my mom and uncle and was kept at
my grandmother's house.
4. Answers must be exact matches to be considered correct. It appears
that, in my copy of the game, all nouns are singular and all verbs are
in the infinitive (the form that goes with the word "to"). That said,
if a guess is a form of the Password, wait for me to give a signal,
then you'll get ONE more chance.
5. All of my decisions are final! If I'm unsure, I will check a
recognized dictionary.
LEGAL CLUES
1. Anything that can be conveyed as one continuous word.
2. Proper nouns.
3. Contractions.
4. Opposites.
5. Foreign words that do NOT literally translate to the Password.
6. Any recognized 'Net Password inflections, like capitalization or
ellipses.
7. Recognized compound words (EX: "Boathouse").
8. Rhymes or "sound-alike" words.
ILLEGAL CLUES
1. Anything you have to use the space bar to type (Allen's old rule).
2. Any made-up word.
3. Any hyphenated word.
4. Any part of the Password, if used by itself.
5. The Password itself, or any form of it.
6. Foreign words that DO literally translate to the Password.
7. Any unrecognized compound words (for instance, "gameshow").
8. Any parenthetical inflections indicating action or voice.
9. Any images.
I need four players. The first two players will make up Team A, and the second two will make up Team B. Once I have the four players, I'll ask you to decide who's going to give and receive.
So, do you think you've got a way words?
some new twists and turns to increase the stakes and the challenge.
Here are the basic rules.
BEFORE PLAY
1. Players will form two teams of two. No celebrity-civilian teams;
teams will remain together at all times and will never split or disband,
so long as they keep winning matches.
Winnings are split.
2. Teams will also decide who will give or receive first.
FRONT MATCH
1. A "match" consists of up to three "games," with the first team to
win two-out-of-three being declared the champion.
2. The player designated giver will remain so for the first game. A
game consists of five one-word Passwords.
3. The givers will be PM'd the first Password, and the giver who signed
up first will be given the option of playing or passing. Failure to
decide within 24 hours (without proper notification) forfeits control
AND allows the other team to give TWO clues, one at a time. Be careful!
4. Regardless of who starts off, the giver must give a legal clue (see
LEGAL CLUES below) to convey the Password, which the receiver then
must attempt to guess within 24 hours.
5. A correct guess on the first clue earns the team 10 points. Each
subsequent clue lowers the point value by 1 point. The only exception
is the fifth and final Password in each game, which starts at 20 points
and lowers by 2 points per clue. The team that did NOT guess the
Password gets the option for the next clue. If the Password is NOT
guessed in ten attempts, it is thrown out and not replaced.
6. At the end of five Passwords, whichever team has the higher score
wins $500 and gets a "game." Winning two games gets the "match" and
the championship. If, at any time, a team is so far ahead that it
is mathematically impossible for the other team to catch up, the game
ends and the leading team is credited with a "game."
7. Regardless of the game's outcome, the players on a team switch
roles and start the next game. For the third game, the original giver
will give.
8. An illegal clue (see ILLEGAL CLUES below) will result in the offending
team simply losing control. If a guess was given before I acknowledge
the illegal clue, it will simply be ignored. The point value will NOT
go down here. EXCEPTION: If a giver goofs and gives the Password, it
will be thrown out and not replaced, AND the opposing team will earn the point value of the Password at that point. Be careful!
BONUS ROUND
1. Before the Bonus Round, the team will decide who gives and who
receives. The players will retain this role throughout the entire
round. However, if the team is a returning champion team, they are
required to trade roles from the previous Bonus Round.
2. The Bonus Round is played in two parts. In the first part, the
giver will be PM'd four Passwords and can give up to three legal clues
for each one. For every Password correctly guessed, the team gets $500.
3. The giver must wait for the receiver to say "clue" or take a guess
before giving another clue. Failure to do so will be considered an
illegal two-word clue. Any illegal clue, or any Password not guessed
in three clues or fewer, forfeits that Password.
4. After the fourth Password is played, the giver will be PM'd a fifth
Password. At this point, he or she must decide the stakes for the
final Password, based on how few clues he or she thinks it will take
to convey the Password. If the giver thinks he or she can convey in
three clues, the team will play for 2x the money won in the last
phase. Two clues, the team will play for 5x the money won. One clue,
and the team will play for 10x the money won, for a maximum possible
payout of $20,000!
5. After declaring the stakes, the giver will attempt to convey the
Password, in the same manner as before. If unsuccessful, the team
still wins any money earned in the first part of the Bonus Round. If
successful, the team's previous winnings will be augmented to the
amount at stake!
6. Regardless of the outcome, the team will stay together until they
lose. The losing team must wait one match before trying again. The
team may reunite or split up.
MISCELLANEOUS RULES
1. No need to wait for me to acknowledge an incorrect guess before
the next team goes. However, I will check in with status updates
when I can. Likewise, in the Bonus, no need to wait for me to
acknowledge a correct answer.
2. Time limit for all communications and decisions is 24 hours.
3. The source of all Passwords is a copy of one of the home games -
yes, from the '60s! It belonged to my mom and uncle and was kept at
my grandmother's house.
4. Answers must be exact matches to be considered correct. It appears
that, in my copy of the game, all nouns are singular and all verbs are
in the infinitive (the form that goes with the word "to"). That said,
if a guess is a form of the Password, wait for me to give a signal,
then you'll get ONE more chance.
5. All of my decisions are final! If I'm unsure, I will check a
recognized dictionary.
LEGAL CLUES
1. Anything that can be conveyed as one continuous word.
2. Proper nouns.
3. Contractions.
4. Opposites.
5. Foreign words that do NOT literally translate to the Password.
6. Any recognized 'Net Password inflections, like capitalization or
ellipses.
7. Recognized compound words (EX: "Boathouse").
8. Rhymes or "sound-alike" words.
ILLEGAL CLUES
1. Anything you have to use the space bar to type (Allen's old rule).
2. Any made-up word.
3. Any hyphenated word.
4. Any part of the Password, if used by itself.
5. The Password itself, or any form of it.
6. Foreign words that DO literally translate to the Password.
7. Any unrecognized compound words (for instance, "gameshow").
8. Any parenthetical inflections indicating action or voice.
9. Any images.
I need four players. The first two players will make up Team A, and the second two will make up Team B. Once I have the four players, I'll ask you to decide who's going to give and receive.
So, do you think you've got a way words?