©2014 Goliath BV, Vijzelpad 80, NL 8051 KR Hattem. ©2014 Goliath Games, LLC 5068 W. Plano Parkway, Suite 175, Plano, TX 75093. Keep this information for future reference. Colors and contents may vary from those illustrated. Made in Ningbo, Zhejiang, China www.goliathgames.us 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
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