General
Cards with two words (e.g., 'Bearded / Shaved') allow the player to choose exactly one word to use when playing that card.
Many cards in the deck display two alternate words separated by a slash or listed on the same card (e.g., 'Good / Bad', 'Gentle / Rough', 'Canadian / American'). When a player plays such a card, they must declare which of the two words they are using before finalizing their phrase. Once declared, the choice cannot be changed for that turn. The unused word is ignored.
General
Connector cards (e.g., 'And/Or', 'With/Of') are used to link two word groups into a longer phrase.
Cards labeled with connector words such as 'And / Or' or 'With / Of' serve a grammatical linking function. When played, the active player declares which connector word they are using. Connector cards may be used to join two sub-phrases or noun groups, allowing the construction of more complex and entertaining combinations (e.g., 'Zombie Unicorns And Exploding Kittens'). A connector card may not be played as the first or last card in a phrase.
Card play
Players combine cards from their hand to form a phrase, title, or name that is read aloud for judging.
On their turn, a player selects two or more Word Cards from their hand and arranges them in sequence to form a coherent (or hilariously incoherent) phrase, title, or name. The phrase is then read aloud clearly to all other players. There is no restriction on the type of phrase — it may be a character name (e.g., 'Sexy Robot Ninja'), a scenario title (e.g., 'Apocalypse Of Drunk Unicorns'), or any other creative combination. The goal is typically to generate the most amusing or creative phrase as judged by the group.
Drawing
At the start of each turn, the active player draws cards from the deck to replenish their hand.
At the beginning of their turn, the active player draws enough Word Cards from the top of the face-down deck to bring their hand back up to the agreed starting hand size (default: 7). If the deck runs out of cards, shuffle the discard pile to form a new draw deck. Drawing always happens before the player constructs and plays their phrase.
Scoring
After a phrase is read aloud, other players vote on or judge it, and the winner of each round scores a point.
After the active player reads their phrase aloud, all other players vote for their favorite phrase of the round (in variants where multiple players construct simultaneously) or simply award a point to the active player if their phrase meets the group's approval. The most common judging method is a simple majority vote: the phrase that receives the most votes wins the round and the player scores 1 point. Ties may be broken by the player who has scored the fewest points overall, or by a re-vote.
Restriction
Players may not hold more than the agreed maximum hand size at any time.
The maximum hand size is agreed upon before the game begins (recommended: 7 cards). If a player ever has more cards than the hand limit (e.g., due to a special rule or variant), they must immediately discard down to the limit before their turn begins. Discarded cards go face-down to the discard pile.
Restriction
A valid phrase must contain at least two Word Cards.
A player may not play a single Word Card as their entire phrase. At minimum, two cards must be combined to form a playable phrase. If a player cannot form a valid two-card phrase from their hand, they must draw additional cards (one at a time) until they can. Connector cards (e.g., 'And/Or') do not count toward the two-card minimum on their own.
Turn structure
All cards played to form a phrase are discarded face-down after judging.
Once judging is complete for a turn, all Word Cards that the active player used in their phrase are placed face-down in the discard pile. Cards that were in the player's hand but not played are retained. This keeps the game moving and prevents any single player from hoarding powerful combinations indefinitely.