End of The Game: Rules
End of The Game: Rules
End of The Game: Rules
OR
The other players now have a single guess to try to correctly There are no Clue Cards left in the pile and the players have no
place the Clue Card in its proper location. They may communicate
more cards in hand.
with each other and exchange opinions, but only one player acts as
the spokesperson for the team and gives the team’s final guess:
Players then count the number of Clue Cards correctly placed in the
grid and use the following table for scoring:
• If they correctly guess the
Rules
coordinates of the player’s Clue Failed Average Good Awesome
Card, that player places their
card in its location in the grid, Oh dear, You have Wow! A perfect
with its coordinates facing up. clearly a basic You have score!
you don’t understanding a strong You must be
understand of how the connection! telepathically
• If they guess incorrectly, the
each other other players linked!
Clue Card is placed to the side of
at all. think!
the table, without revealing its
coordinates.
cross between “Bear” and “Doctor"? 25 Clue Cards timer if you are using it.
Got one? Then say it out loud to 50 Code Word Cards Each player draws one Clue Card from the pile, without revealing
Shuffle the Clue Cards together and place them in a pile, with
the other players and hope they can 1 five-minute timer
figure out which two code words represent a unique crossing of two of the code words laid out during
you crossed to make your clue! setup (row and column).
Optional timer: Decide if your group will play with the
5-minute game timer. If you are using the timer for an Expert You must try to come up with a single word that best combines
both of the code words listed on your Clue Card.
Object of the Game
(5x5) size grid, then you will have 10 minutes
(two back-to-back flips of the 5-minute timer).
Work together to fill in the grid
Vet!
Return all unused components to the box.
with Clue Cards! Each player must
D C B
is to fill in the grid with as many clues as possible by correctly
guessing the location of each card.
Choose your clues carefully and try to get the best score possible!
D C B
Setup Code Words Cards
Choose one from the three following grid sizes: Classic (4x4
Ex: “Vet” could be used as a clue to represent a link between
letters in a single row and the numbers in a single column (see 2 or 3 player game:
diagram below). When playing with two or three players, each player always has
Shuffle the Code Word Cards together and place them so that
two Clue Cards to choose from in their hands. They can choose
one word is visible in front of each Axis Tile. either one if they can come up with a good clue for it.