PLAY 20 TO 1:

20 TO 1 IS A CONVERSATION GAME THAT DOES NOT REQUIRE A WINNER. SOMETIMES, IT'S MORE FUN FOR PLAYERS TO WORK TOGETHER INSTEAD.

TO START THE GAME, PLAYERS NOMINATE ONE PERSON AS ‘THE GUESSER’ FOR THE ROUND. ‘THE GUESSER’ WILL READ OUT THE PROMPT CARDS TO EACH PLAYER.

THE REMAINING PLAYERS, AS A
GROUP, DRAW OR CHOOSE ONE CARD FROM THE NUMBER DECK, WITHOUT REVEALING THE NUMBER TO ‘THE GUESSER’. THIS IS THE NUMBER FOR THE ROUND THAT IS SHARED BY THE PLAYERS. THE CARD IS THEN PLACED FACE DOWN, NOT TO BE REVEALED UNTIL THE END OF THE ROUND.

‘THE GUESSER’ MUST DRAW A CARD FROM THE PROMPT DECK AND READ IT ALOUD TO THE PLAYER ON THE LEFT THE PROMPTS ARE QUESTIONS OR STATEMENTS WHICH THE PLAYERS ANSWER. THE ANSWERS THEY PROVIDE ARE DEPENDENT ON WHAT NUMBER HAS BEEN CHOSEN FOR THE ROUND.

HIGH NUMBERS REQUIRE PLAYERS TO PROVIDE ANSWERS THAT ARE ‘BEST CASE SCENARIO’ OR ‘MOST IDEAL’, WHILE LOW NUMBERS REQUIRE ANSWERS THAT ARE ‘WORST CASE SCENARIO’ OR ‘LEAST IDEAL.’

PLAYERS ARE ENCOURAGED TO GET CREATIVE AND HAVE FUN WITH THEIR ANSWERS TO CLEARLY REPRESENT THE NUMBER CHOSEN FOR THE ROUND.

ONCE ‘THE GUESSER’ READS ALOUD THE FIRST PROMPT CARD, THE PLAYER ON THE LEFT THEN PROVIDES AN ANSWER THAT CORRESPONDS TO THE NUMBER CHOSEN FOR THE ROUND. THE PLAYERS ANSWER THE PROMPTS BASED ON THEIR PERSONAL OPINIONS. THERE ARE NO REAL RIGHT OR WRONG ANSWERS, BUT REMEMBER—THE GOAL IS FOR ‘THE GUESSER’ TO FIGURE OUT THE NUMBER FOR THE ROUND.

‘THE GUESSER’ THEN DRAWS AND READS ALOUD A PROMPT CARD FOR EACH PLAYER UNTIL EVERY PLAYER HAS HAD A GO AT ANSWERING A PROMPT.

ONCE EACH PLAYER HAS ANSWERED A CARD, ‘THE GUESSER’ READS ALOUD ONE FINAL PROMPT, WHICH IS SHARED AMONG THE GROUP AND ANSWERED BY EACH PLAYER. THIS IS CALLED THE ‘CLARIFYING CARD’ BECAUSE ITS PURPOSE IS TO HELP ‘THE GUESSER’ SOLIDIFY THEIR FINAL ANSWER ABOUT WHICH NUMBER THEYTHINK THE GROUP PICKED.

AFTER EACH PLAYER HAS PROVIDED AN ANSWER TO THE ‘CLARIFYING CARD’, IT’S TIME FOR ‘THE GUESSER’ TO TRY AND GUESS THE NUMBER. BASED ON ALL OF THE PLAYERS’ ANSWERS FOR THE ROUND, ‘THE GUESSER’ NOW MAKES THEIR GUESS! THE PLAYERS CAN NOW REVEAL WHAT NUMBER WAS PICKED FOR THE ROUND.

TO START THE NEXT ROUND, A NEW PLAYER BECOMES ‘THE GUESSER’, AND THE GAME REPEATS.

  • SPEED ROUND

    INSTEAD OF PLAYING AS A TEAM, EACH PLAYER PICKS THEIR OWN NUMBER FOR THE ROUND. ‘THE GUESSER’ THEN READS THE SAME PROMPT TO EACH PLAYER AND GUESSES EACH OF THEIR NUMBERS. YOU CAN USE A POINT SYSTEM TO KEEP SCORE.

  • TEAM RUMBLE

    THE PLAYERS MUST PAIR UP AND PLAY AGAINST EACH OTHER. EACH ROUND, ONE  PLAYER IN THE PAIR MUST DRAW A NUMBER CARD WHILE THE OTHER PLAYER BECOMES ‘THE GUESSER’ AND ONLY READS ONE PROMPT TO THEIR PARTNER. IF ‘THE GUESSER’ SAYS THE CORRECT NUMBER, THAT PAIR GETS ON POINT. THE ROUND CONTINUES UNTIL EACH PAIR HAS HAD A GO. IN THE NEXT ROUND, THE PARTNERS MUST ALTERNATE ROLES. THE PAIR WITH THE MOST POINTS AT THE END OF THE GAME WINS.

  • LET'S DRINK

    PLAY 20 TO 1 AS NORMAL BUT IF ‘THE GUESSER’ SAYS THE WRONG NUMBER, EVERYONE MUST TAKE A SIP FOR HOW FAR OFF THEY WERE. FOR EXAMPLE, IF ‘THE GUESSER’ SAYS 11 BUT THE NUMBER FOR THE ROUND WAS 14, YOU ALL MUST DRINK 3 TIMES.

  • BOOZY SPEED ROUND

    INSTEAD OF PLAYING AS A TEAM, EACH PLAYER PICKS THEIR OWN NUMBER FOR THE ROUND. ‘THE GUESSER’ THEN READS THE SAME PROMPT TO EACH PLAYER. IF ‘THE GUESSER’ SAYS THE CORRECT NUMBER TO A PLAYER’S ANSWER, THE REST OF THE PLAYERS MUST TAKE 5 SIPS HOWEVER, IF ‘THE GUESSER’ DOES NOT SAY THE CORRECT NUMBER, THAT PLAYER MUST TAKE A SIP FOR HOW FAR OFF THEY WERE.