How to play Mad Gab

1 year ago
17

Learn the rules to the party game Mad Gab quickly and concisely - This video has no distractions, just the rules.

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RULES:
The object of the game is to be the first team to reach 25 points by completing puzzles. Divide into two teams. Place the flipper, timer, and card box on the table. The cards are color coded: the blue side is for beginners and the orange side is for experts. Begin by playing with the blue side. Pick one team to be the solving team first, we’ll call them team 1. That team picks one player to be the coach while the other team, team 2, chooses one of their player’s to be the stealer. A different coach and stealer must be picked each turn.

Team 2 draws 3 cards from the draw end of the box, keeps them hidden from team 1 and the stealer, and places them in the flipper in the order they were drawn facing away with the other cards in front of it,, one card in each slot. The answer for each card is written in the top right. Once team 2 familiarizes themselves with the answers, then they place the flipper facedown on the table and pass it to the coach. The coach faceces the rest of their team and the timer is turned to average. The coach flips up the cards and the timer starts.

Team 1 has to now figure out what common phrase the puzzle is saying and say it out loud. The coach’s job is to read the answer silently to themselves then help point their team towards the correct answer by encouraging them to emphasize certain syllables, change the speed at which they read it, or to listen to a particular player who is closest to the answer. The coach may not give clues or hints regarding the answer.

Team 2 must remain quiet during this time and they are the judge to determine if someone if intentionally saying the correct phase or accidentally saying it. Once someone on team 1 intentionally says the phase correctly, then the coach removed the top card and reveals the next card. At any point during their time, any player on team one may say “Pass” to permanently skip the card and discard it. It may not be returned to later, even if there is time remaining.

If the time runs out then the team may not score any more cards. The stealer now has 10 seconds to guess the answer to any of the unguessed cards. The stealer is allowed to look at whatever card is faceup in the flipper but if a card was passed, then the stealer must come up with an answer from memory. After the 10 seconds, the round ends. If the team correctly guessed all 3 cards, then the round ends immediately and the stealer does nothing.

The coaches team scores 1 point for each correct card guessed. The opposing team scores 1 point for each card guessed by the stealer. Teams alternate roles and a new round is played. Play continues until 1 team reaches 25 points, then that team is the winner.

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