If you end up with the Smarty Pants at the end of the round, you get to throw away your highest Penalty Chip. Whenever you make a successful guess, take the Smarty Pants. Players may end up with more than one Penalty chip. The next player who makes an incorrect guess would take a yellow 2 chip and so on. The first player to make an incorrect guess takes the red 3 chip. Penalty ChipsĮach time an incorrect guess is given, that player must take the highest value Penalty chip available. Be fair! Note: If the wager number is reached, The Reader can start timing a player at any time. The Reader Is the judge of whether a guess is close enough. However, if you repeat a guess already made (right or wrong), you may guess again. The Reader should not review guesses already given.
Now you have 15 seconds to guess or take a Penalty Chip. If you are taking a long time, the Reader will start the timer. If you have no guess, take a Penalty Chip. If you're wrong, take a Penalty Chip (see below).
If a Smiley Face is revealed for this answer, move your token back one space immediately. On your turn, try to name an item on the List. This player will make the first guess and play then proceeds clockwise. Start PlayerĪfter making his wager, the Reader chooses one of the other players as the start player for this round. If he fails his wager, he moves one space forward. The Reader makes his wager by setting the Wager Marker to either the green YES side or the red NO side.Ī wager of YES means that the Reader thinks that the other players will guess at least as many items from the List as the Wager Number a wager of NO means that the Reader thinks that the players will guess fewer than this many items.Īt the end of the round, if the Reader's wager was successful, he will move his pawn one space backward on the movement track. To begin the round, announce the Topic, and number of items in the List, and the Wager number (found inside the Yellow pants on the card). If a Smiley face appears, tell that player to move back one space. Slide the buttons to cover the column of checkmarks.Īs an item is guessed correctly, slide the button to the left to reveal the check-mark. Take a List card from the box and place It in the card holder. He takes the Card Holder, Timer, and Wager Marker. The Penalty Chips and the Smarty Pants should be placed near the board.Įach player selects a color and takes the two pawns of that color, placing one on the Start space and the other in front of them as a reminder of their color. Set the board in the middle of the table. But the player holding the Pants gets to toss out one Penalty chip! The game ends when a player reaches Game Over. Correct answers are rewarded with the Smarty Pants!Īt the end of each round, Penalty points advance players along the board. On their turn, a player must give an answer that fits the current category. Players match wits in a race to come in last! Each round, one player chooses a category and acts as the host of the Party.