![]() So if each player had a deck, players that take more chances, or are more reckless, have more a chance of failing later. So if they fail, it's because they picked 2 bad cards. Letting them pick which card to choose gives them some agency in the decision. But you could pull a success card out of the deck each time they are successful, so the odds of failure go up as the game goes on. So the odds of getting two fails at the beginning are pretty slim. I hold up two cards and let them pick one. But you could just use a regular deck and say Ace=Fail or something like that.) I have 9 success cards and 1 fail card in each deck. I'm going to experiment with 2 decks of cards. ![]() For instance, you might guess for the phrase, "Dead men tell | no tales." Once you've guessed the first section, you move on to the next. The host has to let you know when you've gotten all the "a"s, of course.įractured Phrases: You actually go through a whole sentence, but you split up the rounds (so you can't guess for the end of the sentence until you've reached that point). So, if you guess "a" for the phrase, "Apples Are Awesome", you would only fill in one of those three "a" spaces. If you can't think of quite enough many-lettered words, a few ways to extend it:Įach guess = one space filled. You can mitigate this by not showing them where the letters are-"Yes, there is an x," you say, making a note on the hidden spaces. This does risk losing some of the suspense, though-by the time they reach the last letter, they'll know they're about to die before even guessing. They start to work out what the phrase is gonna be, and they keep trying to dodge around it, but eventually they have no choice. But then they run out of the rare letters, and things get interesting. ![]() They'll guess their "q"s and "z"s early on. When the word/phrase is completed? You're dead! The players have to give a letter, and this adds to a word in front of them.
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