Game Play

Password challenges two teams to find five clue words in a single round. Each team will have a Clue giver and a team captain. The clue giver will give single word clues in attempt to get their team to guess the "Password". Both teams play the same word alternating turns. All of the passwords in a round will have a common theme. When one of the teams can correctly identify the theme the round is complete.
  1. The host will ready the teams and clue givers and play for the round will begin. The initial clue giver for the word in play is given the opportunity to pass play to the opposite team.
  2. Each round will consists of 5 passwords. A clue giver will give a one word clue attempting to convey the password in play to their teammates. The teams will have 60 seconds to develop a guess at the password. Once time is called the team captain and only the team captain is allowed to key up and submit a guess at the password. The Captain will have 10 seconds to submit an answer. If the captain fails to give an answer in the 10 second time frame, the team will forfeit that turn.
  3. If the captain is unsuccessful in identifying the password in play, play goes to the opposite team with the same rules. Alternating clues, each clue giver is given three chances to convey the password to their team.
  4. If the captain correctly states the password, that team is given 30 seconds to state the theme. If the captain cannot identify the theme play continues with the opposite team playing the next word, if any. At the host's discretion, a captain who guess close to the theme (form of the word or theme) will be given One and only one chance to correct his or her guess.
  5. Should a clue giver state an illegal clue, the password is announced and added to the list of known Passwords. Neither team has the opportunity to guess at the theme. You must earn that opportunity by correctly guessing a password unless the password list has been exhausted. Illegal clues are:
  6. stating the password itself
  7. a two word or hyphenated clue
  8. a foreign phrase which is directly translatable into the password
  9. using a part of the password in the clue (Compounded opposites).

  10. Furthermore, indicating to your team anything about the password (Capitalization, Inflection, Proper noun, etc.) will also be deemed an illegal clue. Giving the clue a second time must be requested by your team. If they did not understand the clue they will ask for it to be repeated. Should a computer or connectivity issue have distorted the clue, it will be the sole determination of the host(s) to allow the issuance to be discarded.
  11. Play will continue for any Password until the word is stated or each team has had 3 attempts at that word.
  12. Should neither team guess the password, the password is added to the list of known passwords and neither team will have won the opportunity to guess at the theme. Play will progress in the order as if the password was successfully played.

  13. SCORING:

    The host or scorekeeper will keep score and announce team scores at the end of play.
    1. Correctly identifying a "Password" earns a team one point.
    2. A correct guess at a round's theme earns five to one points depending on the number of clues that have been discovered.
    3. There are no penalties for incorrect guesses of a password.
    4. Should a team guess a theme incorrectly that team shall lose the point for the password just guessed.
    5. Clue givers may not hazard a guess at a theme for points, but after each team is alternately given a chance to guess the theme with penalty and without penalty, the clue givers are given a zero point value chance to guess the themes. Remember clue givers have far longer than the times allowed in game play to review all five Passwords and figure out the themes.
    6. Giving an illegal clue to your team incurs a one point penalty, but there will be no scores less than zero.
  14. Disputes will be settled by the Facilitators. Facilitator decisions are final. Remember no text chat and we play in a family room so please respect others in the room and site policy with family room standards. For everyone's enjoyment of our FTP games, other common sense rules apply such as, no arguing, Brain power only with no outside electronic resources or resource materials, no speaking during the other team's turn, and captains only after time is called. Please help facilitators and moderators keep our games a friendly place where folks can come, relax and enjoy a friendly game with their FTP family of friends. For special games some Password game play rules and scoring mechanisms may vary.


Currently there are four official inflections used in Password. They are:
  1. Saying a word from a low pitched and ending it much higher in pitch means the clue giver is seeking a word with an opposite meaning
  2. Saying the clue in a warbling or in a sing-song fashion means the clue giver is seeking a rhyming or sound alike word with the word spoken.
  3. When a clue giver stretches his word out in a monotone pitch the clue giver is seeking a word that would follow his spoken clue.
  4. If the clue giver speaks his word stretched out at the beginning and then quickly ends the second half of his clue, he is seeking a word that might proceed what he has said.

Clue givers may use inflections as needed or may otherwise attempt to convey the clue using voice variances, but must use the exact same intonations if asked to repeat the clue. Clue givers may pronounce the word a total of two times, and may spell it (with phonetic spelling if desired) only once. Any member of a team may request the word to be repeated the second time, and a clue giver may not issue the word a second time without the team requesting it. If none of the inflections are used, and the word is simply uttered, the team will assume the cluegiver is seeking a synonym. Clue givers are reminded to overemphasize their inflections for clarification to your team.
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