Crazy Phrazes Instructions_v2.indd

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Crazy Phrazes Instructions_v2.indd 1
7036010 V2 0614
GAMEPLAY INSTRUCTION
02-06-14 16:30
WHAT IS CRAZY PHRAZES?
Crazy Phrazes is the exciting game of mixed up
meanings where everything is easier said than done.
We use thousands of silly phrases every day even
though they don’t make much sense. Is it really
raining cats and dogs, or is it just raining heavily
outside? Crazy Phrazes will have you drawing, acting,
shouting, and spelling to find out!
GETTING READY TO PLAY
Players:
4 or more
Object:
Guess the most phrases
correctly to score ponts and
win the game
Scoring:
Roll the die to determine the
point value for each phrase.
Contains:
• 1200 Crazy Phrazes
1.) Divide into teams of two or more.
• 6-sided number die
• 6-sided Crazy Phrazes die
2.) Determine the number of points you want to play to.
If you’re new to Crazy Phrazes or are playing with just • Crazy Phrazes timer
• Crazy Phrazes pad & pencil
two teams, 25 points is a good place to start.
• Crazy Phrazes rulebook
If you’ve got more teams or have more experience,
35 points should keep things moving. One player from each team rolls the
number die to decide the starting order. Whoever gets the highest roll goes
first, and play revolves clockwise from the starting team.
PLAYING THE GAME
1.) Once the play order is set, a player from the starting team is selected as the
clue-giver. The clue-giver changes every round. Once everyone on the team has
had a chance to give the clue the order starts over again.
2.) The clue-giver picks a card from the stack and rolls the dice. The number on the
number die tells you which phrase on the card to perform. It also determines the
point value for this round.
3.) If you roll a six, all teams get the chance to guess at the same time for the
points. The Crazy Phrazes die tells the player how to give the clue.
ACT IT–The clue-giver acts out the phrase or the words in the phrase.
You could act out the state of being “asleep at the wheel” or you could
act out “asleep” and “wheel”. The clue-giver can’t talk, point, or make
sounds during this challenge.
DRAW IT– Using the pencil and pad of paper, the clue-giver draws the
phrase or the words in the phrase. For “a wolf in sheep’s clothing” you
might draw a wolf wearing sheep’s skin or you might draw a wolf, a sheep
and clothing. Remember you’re not allowed to write letters, or numbers
unless your team guesses that word.
Crazy Phrazes Instructions_v2.indd 2
DESCRIBE IT– The clue-giver describes the meaning of the phrase or the
words in the phrase without using any of the key words. For “let off the
hook” you might tell your team that the phrase describes someone who is
no longer responsible for getting a job done.
You might also tell your team your phrase is someone who is released from
something that you use to hang things. Just don’t use key words like “off ”
or “hook” or you’ll lose your turn.
SPELL IT– Using the pencil and pad of paper, the clue-giver assigns one of
the pre-drawn lines to each letter of the words in the phrase. Dividing lines
should be drawn to separate the words in the phrase. The clue-giver then
chooses four letters and fills in the blanks everywhere those letters appear
in the phrase. His team has to use these clues to guess the phrase without
guessing any additional letters. Start the timer when the clue-giver begins
filling in the letters. “Chip off the old block” might end up looking something
likes this:
letters: O, K, H, C
ch
o
h o
ock
——————————————————
——————————————————
before
after
CHOOSE IT – The team who rolls the dice gets to choose how they want
their clue-giver to give the clue. If you’re better at describing than you are
drawing, you might choose ‘Describe It’.
LOSE IT – The opposing team gets to choose how the clue-giver will give
the clue. If the opposing team knows your team is bad at acting, they may
choose ‘Act It’. If there are more than two opposing teams, the team going
next gets to decide.
4.) The clue-giver has 60 seconds to help his teammates guess the phrase. At the
end of 60 seconds, if the performing team still hasn’t correctly guessed the
phrase, the other teams get one chance to guess, and win the points for the
round. The order of play stays the same no matter who wins the round. NOTE:
Crazy Phrazes is all about having fun, so guessing the exact phrase on the card
isn’t necessary, as long as it’s close.
5.) After the performing team’s clue-giver has completed a turn, a chosen member
of the next team begins, and so on.
Winning the Game
6.) The first team to reach the predetermined final score WINS!
Questions about Crazy Phrazes? Visit us online.
www.goliathgames.us
02-06-14 16:30