Party Game

Six-Word Memoirs

In Six-Word Memoirs, teams use SMITH Magazine's famous storytelling form to guess the names of famous people, places, and pop culture icons. Teams use imagination and quick word-writing wit to create and identify six-word descriptions on more than 1000 different topics.

Can you describe George Washington, Lindsay Lohan or the City of San Francisco in exactly six words? You will need to if you want to win Six-Word Memoirs by University Games. The game invites teams of players to battle for excellence in defining and deciphering famous topics of people and places in exactly six words. For example, do you know who, “Julie’s mom, wife of Tricky Dicky” would be? If you guessed Pat Nixon, then you’ve got it.

Six-Word Memoirs is the creation of Larry Smith’s online storytelling community, SMITH Magazine. Smith first introduced the concept of describing a person in just six words on his web community and in one of the first Twitter feeds in 2006. He called the form the “Six-Word Memoir” and this simple way to define a life went on to become New York Times bestselling book, Not Quite What I Was Planning in 2008. Now the wildly popular concept jumps to life in a competitive team-based game.

Whatzit?

WHATZIT?™ are cunningly disguised names, phrases and sayings that are turned around, upside-down, sideways or jumbled up.

You need to work out the hidden word or phrase on each card. It could be the size, position or direction that will give you a clue. Sometimes, the pictures combined with a word or a number will give you your answer

1987 - BOARD GAME:

In 'Whatzit?' the object is to solve rebus-like puzzles. (PLAY PLAY might be "double play") The roll of a die determines if you play solo, against everyone, or challenge a specific opponent. The winner moves the roll of a d6. Special spaces allow you to take a shortcut by solving a tougher "Wicked Whatzit". First to the top of the board wins.

The Rose Art edition of the game has new puzzles. The puzzles are divided into three categories of difficulty. The more difficult the puzzle, the more points it is worth. Four puzzles from each category are placed randomly in a the three by four frame. Players must solve puzzles which are orthogonally to the previously solved puzzle. The first player to reach an agreed to number of points is the winner.

HISTORY:

Known as WHATZIT?™ in the USA and Canada, KATCH-ITS™ in Australia/NZ and DINGBATS® in the UK and rest of world, are syndicated internationally, in newspapers, best-selling books and TV shows. The family board game was voted ‘Game of the Year’ in the UK and ‘Toy of the Year’ in the USA. Since then, over 2 million DINGBATS and WHATZIT board games, travel games and best-selling books have been created.

2009/2010 - iPHONE & iPOD TOUCH VERSION OF BOARD GAME:

Celebrating the 30th Anniversary of 'WHATZIT?' (since the first 'WHATZIT?' were published in Newspapers in 1980), Paul Sellers, the inventor of 'WHATZIT?' has created a new version of the game for iPhone and iPod Touch.

You can play against the clock and see if you can achieve the fastest time in the world. This highly-addictive assortment contains 15 levels of 'Sellers' favourite 180 mind-boggling puzzles for the first release and will be adding more card packs in future releases.

'WHATZIT?' is available for download on the iTunes App Store now, and you can see the new website http://www.whatzit.com, which also has a link to the 'WHATZIT?' Boardgame for iPhone.

Secrets Game

Players take turns as the "Storyteller", drawing a card with the beginning of a tale, for example "To avoid getting a ticket, I once told a police officer...".

The Storyteller reads the card, filling in the rest of the story from personal experience - or by making something up! The other players use special tokens to vote on whether the Storyteller is telling the truth or not. The Storyteller earns points for convincing people he's telling the truth. The other players earn points for correctly guessing whether the Storyteller was telling the truth or not.

Each round allows each player a turn at storytelling. After four rounds, the scores are tallied and highest score wins.

A Question of Scruples

Scruples... The game that poses 252 moral dilemmas on issues of work, money, friends, family, neighbors and, of course relationships!

User review: Each player is dealt five dilemma cards, each with a question of scruples, and one reply card. Each reply card says, “Yes,” “No,” or “Depends.” If the player can correctly match another’s reply with a dilemma card from one’s own hand, then the dilemma card is discarded. Otherwise, the dilemma card is replaced with another card from the dilemma card deck. Mismatched responses can be challenged and put to a vote of the other players. The first player to surrender all of one’s own cards is the winner.

Official rules: http://www.scruplesgame.com/rules.html