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Guess Who? is a two-player board game in which players each guess the identity of the other's chosen character. The game was developed by Israeli game inventors Ora and Theo Coster , the founders of Theora Design.
The drawer chooses a card out of a deck of special Pictionary cards and tries to draw pictures which suggest the word printed on the card. The pictures cannot contain any numbers or letters, nor can the drawers use spoken clues about the subjects they are drawing. The teammates try to guess the word the drawing is intended to represent. There ...
A rebus (/ ˈ r iː b ə s / REE-bəss) is a puzzle device that combines the use of illustrated pictures with individual letters to depict words or phrases. For example: the word "been" might be depicted by a rebus showing an illustrated bumblebee next to a plus sign (+) and the letter "n".
Each player is given a drawing book and a marker. At the start of each round, every player is given a card with a list of secret words, each with a number between one and six. One player rolls a die to determine which word each player will draw. The players then have sixty seconds to draw their word or phrase on page one of their drawing book.
Caesar shift: moving all the letters in a word or sentence some fixed number of positions down the alphabet; Techniques that involve semantics and the choosing of words. Anglish: a writing using exclusively words of Germanic origin; Auto-antonym: a word that contains opposite meanings; Autogram: a sentence that provide an inventory of its own ...
A correct response added money to the bank, while a miss allowed the opponent to guess. If a contestant buzzed in before the bell, the opponent was allowed to see the entire catch phrase before offering a guess. A correct answer gave the contestant a chance to solve the Super Catch Phrase, a completed picture hidden behind a grid of nine squares.
Just Words is a word game for one or two players where you scores points by making new words using singularly lettered tiles on a board, bringing you the classic SCRABBLE experience, but with a twist!
A clue-giver can make any physical gesture, and can give almost any verbal clue, but may not say a word that rhymes with any of the words, give the first letter of a word, say the number of syllables, or say part of any word in the clue (e.g., "worry" for "worry wart"). When the team guesses correctly, the other team takes its turn.