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4 Player Game

Objective

To win the most money at the end of the five rounds of fast-paced improvisational games.

Contents:

- 208 Noun Cards

-78 Lead-In Cards

-20 Monkey Wrenches

- Poker chips (for money)

- Hourglass Timer

- Pencils

- Notepad


Rules:

*Each player will start off with $500 in poker chips. Before each round, each player will wager an amount of money to be put into a pile that will essentially be used for points and determine who the winner is at the end of the 5 rounds.
(Red: 10, Blue: 25, Green: 100)

*NOTE: The monkey wrench cards are random cards that any player can throw into the game. An example of a monkey wrench would be “no talking,” and the players have to act out the scene without using words. A monkey wrench may be used at ANY time except Round 1 (Warm-up).

DISTRIBUTE FIVE (5) MONKEY WRENCHES TO EACH PLAYER AT THE START OF THE GAME
Round 1 (Warm-up):
(There will be no wager placed in this round).
*Each person gets:
- 5 noun cards
- 1 lead-in card
*The players go in order of age; youngest going first.
  • The youngest player in the round first chooses a lead-in card that will be the setting until the first player is ejected from the round. Once the lead-in is chosen the timer will start.
  • After a player is ejected, a new lead-in card will be chosen until the end of the round.
  • The first player attempts to use as many of the five noun cards as desired but must use at least 3 of them while keeping the story as cohesive as possible.
  • After the first person finishes their story, the next person proceeds with their story using at least 3 out of 5 noun cards.
  • If a story comes back to you after you have used all 5 cards, you must draw 1 card from the noun deck and incorporate it into the story before the timer reaches zero.
  • A player is ejected after the timer is empty as they are speaking. SO THINK FAST OR YOU’LL GET EJECTED!
  • This continues until there is one player left - the winner of the round! Grab your winnings!

Round 2 (Identity Crisis):
*Each person gets:
- 5 noun cards
- 1 lead-in card
  • First, the person to the left of the winner of the warm-up starts round 2 and places a wager. This wager MUST be matched by each other player.
  • They will draw the 5 noun cards and 1 lead-in card, then the player to their right will give them an expression, emotion, or accent they have to tell their story in.
  • The expression, emotion, or accent that is given will be the same for every player in this round.
  • Similar to round 1, each person tells their story with their 5 noun cards and lead-in card, this time using the expression, emotion, or accent.
  • Players will also be timed.

Round 3 (Stare-down):
*Each person gets:
- 5 noun cards
- 1 lead-in card
  • First, the person to the left of the winner of round 2 starts round 3 and places a wager. This wager MUST be matched by each other player.
  • In this round, players get 5 noun cards each and the first person who starts the story has to say at least 1 of their noun cards and then they can look or “stare-down” any of the other players.
  • When this happens, the player who is being stared at has to continue the previous story using at least 1 of their noun cards, or if they want to, they may use more noun cards.
  • If a player hesitates when they are looked at, they are out of the game.
  • The game continues until there is a winner.

Round 4 (Props):
- No cards
  • First, the person to the left of the winner of round 3 starts round 4 and places a wager. This wager MUST be matched by each other player.
  • In this round, you will write down a prop easily obtained within the room on a piece of paper and place it into a pile in the middle of the players.
  • You will pick randomly from the pile drawing again if you select your own paper.
  • The object of this round is to come up with alternative functions and/or meanings of the prop before the timer runs out.
  • If a player hesitates or runs out of ideas, they are out of the game.
  • The winner is the last player standing after the timer ends while your opponent is speaking.

Round 5 (Pitch It!):
*Each person gets:
- 3 noun cards
- 2 communal noun cards
  • The wagering in this round is unlike that of any other round. Here, you are allowed to place any wager you desire up to the total amount you have in your bank. If you win the wager, you will be paid out by a bank rather than by other players.
  • Bet carefully, this may be a make or break round. Even if you win a big pot, your opponent may win a bigger pot! How much are you willing to wager?!
  • You will be dealt 3 noun cards face-down at the beginning of the round after you have made your wager. You may only look at your noun cards when it is your turn to "Pitch It!"
  • Two noun cards will be placed face-up and are to be used by every player in addition to all three noun cards.
  • You will need to pitch a product that incorporates all 5 cards before the timer expires. You will get a full 60 seconds to pitch your product and the timer is reset between players. There is no elimination if the timer empties as you speak.
  • The other players will vote on the product and if it deserves credit (i.e. winning the wager).
  • If you lose your wager, it is surrendered to the bank and does not go to any other player.

*The player with the most money at the end of the game, wins!

Tips For Play:

- Don’t Hesitate! If you draw a blank, players can call you out!
- Check your inhibitions at the door! This game is intended to be crazy, fun and loud.
- Think quick on your feet! Although it can be tricky at first, that’s all what improvisation is about!
- Let your mind do the talking, go with your gut!
- Don't feel rushed getting through your story. Remember only the player speaking when the timer empties is eliminated from the round; do I sense hidden strategy?!
- Use your Monkey Wrenches wisely... or just have fun with them! You decide!