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Subject: Time's Up or Monikers Rule Set? rss

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Bryle Cuff
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These games are interchangeable but each game has a slightly different rules set.

Time's Up!:
Round 1 - Cluegiver can say anything, passing is not allowed.
Round 2 - Cluegiver can say only one word, 1 guess only, passing allowed.
Round 3 - Cluegiver can't say anything. Only mimes and sounds, 1 guess only, passing allowed.

Monikers:
Round 1 - Cluegiver can say anything, passing allowed.
Round 2 - Cluegiver can say only one word, unlimited guesses, passing allowed.
Round 3 - Cluegiver can't say anything. Only mimes and sounds, unlimited guesses, passing allowed.

TL;DR:
Monikers allows passing in the first round while Time's Up! does not. Monikers always allows unlimited guessing while Time's Up restricts players to a single guess in rounds two and 3.

Which game has the better rules? Do you modify your rules? If so, what are they?
 
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Bill Koff
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And remember, Time's Up! has the optional "strike a pose" Round 4.

I think we usually use Times Up! rules when we play Monikers as that's what we'd been playing before Monikers came out.

Isn't there also a video for Monikers where they encourage you to make up rules? Or maybe that was in the Shut Up & Sit Down review....
 
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Bryle Cuff
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I the fourth round isn't something that really interests me that much but is it something you've had fun with?

The Time's Up! rules do look a little more interesting to me, but I'm not sure if the group would enjoy the freedom of unlimited guesses.

If I could get this to table more often I'd love to test everything in between!
 
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Bill Koff
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Bryle wrote:
I the fourth round isn't something that really interests me that much but is it something you've had fun with?

Yes, quite a bit, though the last few games we haven't used it.
 
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Bryle Cuff
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I should definitely give that additional round a shot. I'm just worried the game will fall flat because my group will think that extra round is a step too far.

Anyway, tonight I tried out Monikers with both the Time's Up! and Monikers rules set. I've found the Time's Up! rule set to be the way to go. Having the sightly more relaxed rules of Monikers mutes the competition a bit.
 
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JJ Breese
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I think the Monikers rule set works better when there are only 2 teams (so for a group of 8: 2 teams of 4), whereas the Time's Up rule set works better if you play in pairs (4 teams of 2). It would suck to play as a large team and only get one guess per card. The 1 guess rule is good for preventing people from simply listing every card in the current deck, though.

As for the additional rounds, my group played the variations shown in the SU&SD video and had a blast (appendages only and head only). It's extra silly and the things people come up with are hilarious. Even if the clue is hard to give with those restrictions, people often guess it based on simple movements abstracted from previous clues.
 
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