Telepathy: Rules

Is a picture worth a thousand words?
Telepathy is the exciting new game that challenges you and your team-mate to match responses and often results in a hilarious exchange of thoughts.

1. Contents
300 cards
    1 playing board
    6 coloured pawns
    1 sand timer
    1 custom die with the symbols A and "pencil"
    1 writing pad
    1 rules booklet

2. Preparation

Each player chooses a partner to form a team. All teams sit around the table, with each player sitting opposite (not adjacent to) his/her partner.

Place the board on the centre of the table. Take half of the cards and place them upright in one of the two compartments of the tray. After a card has been played it is stored in the second compartment.

Each team chooses a pawn and places it on the starting square on the board (marked by a yellow arrow). Each player takes one page from the writing pad and receives a pencil or pen.

3. Object
Teams advance their pawn one square for each response that matches their partner's.
The first team to reach the yellow Finish square wins the game.

4. Playing the game
a) Playing a card
At the beginning of each turn the die will be rolled to determine which side of the card will be used. "Pencil" represents Picture; "A" represents Word. A card is then p1aced in the middle of the board with the chosen side facing up. Each person playing will privately, write down the words that he/she associates with the Word or Picture on the card. Each player may write only as many responses as is indicated by the number on each board square (5-8). 30 seconds is allotted per turn.

b) Writing down the responses
Players will attempt to match their responses with those of their partner. There are no "right" or "wrong" answers in this game. When playing the picture side, naming the picture is permitted, however, when playing the word side, simply copying the word is not allowed. Answers may be up to 2 words in length: only exact matches score.

c) Scoring
One point is scored for each exact match between partners. Variations do not score. I.e.: Erase & Eraser: Walked & Walking : No match

Exceptions:
1) Singular and Plural i.e. Cow & Goes = Match
2) Abbreviations, Variations or Initials of proper names and places i.e.: Freud & Sigmund Freud; L.A. & Los Angeles = Match

Examples from the game:
A. A picture of a cat is the card being played.
You: cat, claws, kitten, Garfield, whiskers
Team-mate: cat, hair ball, purr, kittens, (no answer)
You and your team-mate matched on 2 responses, so you will move your pawn forward 2 squares.

B. The word "FUN" is the card being played.
You: Telepathy, play, games, circus, laugh
Teammate: child, laugh, party T elelepathy. game
You and your team-mate matched on 3 responses, so you will move vour pawn forward 3 squares.

d) Brainstorm (Lightning-Bolt-Squares)
Ii a team's turn occurs when their pawn is on a lightning-bolt square then all teams "play" the card@@ drawn on that turn. The sandtimer is not used (No time limit). The first player to reach the number of responses indicated on this "Brainstorm" square yells "Stop!" and all players must stop (finish the word you are writing). His/Her team is then (first to count and move. The player to the left will count up next with his/her partner scoring, continues to the left until all teams have scored. (This scoring, order becomes most important near the finish line.)

5. The first rounds
The start square contains a "Brainstorm". Any player may roll the die to choose which side of the card will be played to start the game. This player will then draw one card and place the appropriate side face-up on the centre of the board. All teams "Brainstorm". Scoring; takes place, then each team moves its own pawn one square for each point scored.

The player that yelled "Stop!" will then have the privilege of' taking the first turn with his/her partner. "They will first roll the die to determine which side of the card will be used. The player to the left will draw the card for them and start the 30-second timer (unless it is a "Brainstorm "). The team will play its turn., writing up to the number of answers on their board square, and move its pawn for any point scored. Play then moves in a clockwise direction.

6. No conspiring
Any team may be sent back 10 squares on the board if their answer obviously had nothing to do with the card and/or was a discussed strategy by the team.

7. Odd number of players rule
If there are an odd number of people present it is possible to have a team of three players. This team will simply use two people each turn or brainstorm, having one person sit out.

8. The "Black Lightning-Bolt"
If your team’s pawn hasn’t passed the "Black Lightning-Bolt" square by the time the game is won – you’ve been struck by the "Black Lightning-Bolt"! This square is just for fun, but it’s a good indication that you might want to switch partners for the second game! The "Black Lightning-Bolt" square is not counted during play and no pawn is allowed on it.

9. Finish
The Finish square (yellow square with red lightning bolt) must be landed on by exact count. For example if a team is three squares from the finish and matches four responses, they do not advance. The team reaching the Finish square first, wins the game!


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This site is created and maintained by: Carl-Gustaf Samuelsson