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ACT IT - The Clue-giver acts out the phrase or the words in the phrase. You could act
out the state of being "asleep at the wheel" or you could act out "asleep" and "wheel". The Clue-giver can't talk, point, or make sounds during this challenge.
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DRAW IT - Using the pencil and pad of paper, the Clue-giver draws the phrase or the words in the phrase. For "a wolf in sheep's clothing" you might draw a wolf wearing sheep's skin or you might draw a wolf, a sheep and clothing. Remember you're not allowed to write letter, or numbers unless your team guesses that word.
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SHOUT IT - The Clue-giver describes the meaning of the phrase or words in the phrase without using any of the key words. For "let off the hook" you might tell your team that the phrase describes someone who is no longer responsible for getting a job done. Just don't use key words like "off" or "hook" or you'll lose your turn.
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SPELL IT - Using the pencil and pad of paper, the Clue-giver assigns one of the pre-drawn to each letter of the words in the phrase. Dividing lines should be drawn to separate the words in the phrase. The Clue-giver then chooses four letters and fills in the blanks everywhere those letters appear in the phrase. His team has to use these clues to guess the phrase. Start the timer when the Clue-giver begins filling in the letters.
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CHOOSE IT - The team who rolls the dice gets to choose how they want their Clue-giver to give the clue. If you're better at describing than you are at drawing, you might choose 'Shout It'.
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LOSE IT - The opposing team gets to choose how the Clue-giver will give the clue. If the opposing teams knows your team is bad at acting, they may choose 'Act It'. IF there are more than two opposing teams, the team going next gets to decide. |