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Cross Clues Mini Version

This document provides the rules for playing the cooperative word game Cross Clues. The objective is to fill a letter-number grid by correctly guessing the code word combinations that other players provide as single-word clues. Players take turns giving clues and the other players must determine which two code words were crossed to make the clue in order to place the clue card in the grid. The game ends either when the timer runs out or no more clue cards remain, and players score points based on how many cards they filled in the grid.

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0% found this document useful (0 votes)
154 views4 pages

Cross Clues Mini Version

This document provides the rules for playing the cooperative word game Cross Clues. The objective is to fill a letter-number grid by correctly guessing the code word combinations that other players provide as single-word clues. Players take turns giving clues and the other players must determine which two code words were crossed to make the clue in order to place the clue card in the grid. The game ends either when the timer runs out or no more clue cards remain, and players score points based on how many cards they filled in the grid.

Uploaded by

x213451se
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Rules for Clues Grégory Grard

Clues must be limited to a single word that relates to both code words.
Clues with the same root as a code word may not be used.
Clues cannot be reused in any form (including incorrectly guessed clues).

End of the Game


The game can end in one of two ways:
The timer runs out.
OR
There are no Clue Cards left in the pile and the players have no more cards in hand.

Players then count the number of Clue Cards correctly placed in the grid
and use the following table for scoring:

Rules
Failed Average Good Awesome
Oh dear, You have Wow! A perfect
clearly a basic You have score!
you don’t understanding a strong You must be
understand of how the connection! telepathically
each other other players linked!
at all. think!
Express

<4 4-5 6-7 8+


Classic

<8 8-11 12-14 15+


7+ 10
min
2- 6

© 2020 Blue Orange Edition, France, all rights reserved for all countries. Cross Clues and Blue Orange are trade-
marks of Blue Orange Edition, France. Distributed under license by Blue Orange USA,Walnut Creek, California, USA.
www.blueorangegames.com.
How to Play
This is a free Print & Play mini version of our new cooperative game Cross Clues.
Cut your cards and separate them between Letters, Numbers and Words. Follow the rules of the game
below and work together to fill the grid and win the game! When all players are ready, the game begins. Be sure to start the timer if you are using one.
Use any device as a timer and give your group 5 minutes to fill out a 4x4 grid or a 3x3 grid. You can also
Each player draws one Clue Card from the pile, without revealing it to the other players. Clue Cards
play the game without timing yourself.
have coordinates on them that represent a unique crossing of two of the code words laid out during
Want more? setup (row and column).
You can find the complete version of Cross Clues in your local game store. You must try to come up with a single word that best combines both of the code words listed on
The complete version includes 85 cards in total and a sand timer, and allows you to play your Clue Card.
with a 5x5 grid.
The game is also available on our website: http://store.blueorangegames.com/

Introduction Contents of the Vet!


mini version
Can you come up with a clue that is a cross between “Bear” and “Doctor"?
Got one? Then say it out loud to the other players and hope they can Ex: “Vet” could be used as
figure out which two code words you crossed to make your clue! 8 Axis Tiles a clue to represent a link
between Bear and Doctor.
Object of the Game
16 Clue Cards

D C B
10 Code Word Cards
Work together to fill in the grid with Clue Cards! Each player must come
up with a clue that represents the crossing of their unique combination of code words.
If the other players can correctly guess which two words you crossed, then you get to place your Clue
Card in its proper location in the grid. If they guess wrong, the card is discarded. Your goal 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!

Setup 2 or 3 player game:


When playing with two or three players, each player always has two Clue Cards to
Choose one from the two following grid sizes: Classic (4x4 grid) or Express (3x3 grid). choose from in their hands. They can choose either one if they can come up with a
Begin your grid by arranging the Axis Tiles in order, with the letters in a single row and good clue for it.
the numbers in a single column (see diagram below).
Shuffle the Code Word Cards together and place them so that one word is visible in front At any time, when a player comes up with a clue, they gather the attention of the group, and then say
of each Axis Tile. their clue out loud so that everyone can hear it.
Note: There is no turn order. If a player is ready, then they may give their clue.
Axis Tiles The other players now have a single guess to try to correctly place the Clue Card in its proper
Axis Tiles
location. They may communicate with each other and exchange opinions, but only one player acts as the
spokesperson for the team and gives the team’s final guess:

• If they correctly guess the coordinates of the player’s Clue Card, that player
Gather together the Clue Cards places their card in its location in the grid, with its coordinates facing up.
corresponding to your game size.
For Example, an Express (3x3) grid will
D C B

use the Clue Cards labeled: A1, A2, A3, B1,


Code Words Cards • If they guess incorrectly, the Clue Card is placed to the
B2, B3, C1, C2, and C3.
side of the table, without revealing its coordinates.
Shuffle the Clue Cards together and
place them in a pile, with the coordinates
facing down. The player who gave the clue then draws a new Clue Card from the pile. When the pile is empty, the
game continues until no player has a card left in their hand. (Or the timer runs out).

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