How to Play Rapid List

Game Goal

The timer is running and all players are writing as many suitable words as possible for a question at the same time. Unfortunately, they must later cross out those words that are also written by other players during a round. So, it is important to come up with words as original as possible, that no other players will think of.

Setup

Create scoring track

Begin with the start card, followed by 8 normal space cards, 4 challenge space cards, and finally the finish card. Make sure the space cards are oriented in the same way (with the light/dark fade facing the same way - although at the turn light should face out)

Board Setup

Gather Question Cards

  1. Select which stack of Question Cards to use:
    • If there are kids playing, use the Blue Bordered cards only.
    • If there are no kids playing, use Blue and/or Red Bordered cards (Note: there isn’t anything objectionable in the red deck, but kids are less likely to have knowledge in those areas).
  2. Shuffle the selected stack of Question Cards and place them face-down on the table to form a draw pile.
  3. Return any unused Question Cards to the box.

Gather Challenge Cards

Shuffle the Challenge Cards to form another face-down draw pile.

Give each player

  • 6 Bid Cards (values 1-6)
  • 2 cubes in their chosen color
    • 1 cube goes in front of them to indicate their color
    • 1 cube goes on the Start Space on the scoring track
  • A sheet of paper
  • A pencil

Starting Positions

Place one player cube from each player on the Start space in a random order. Younger kids should have a head start. Try a 6-space head start for 9-year-olds and subtract two spaces for each year after that.

Timekeeper

Have one player use their phone as a timer set for 30 seconds. That person will be the timekeeper for the whole game. Also place the six-sided die in the middle of the table.

Rules

Determine who will be the reader for the first round using any method. For every round after, the reader is the next clockwise player and so on.

1. Writing Words

The reader rolls the six-sided die, draws the top card from the Question Card pile and reads aloud the question corresponding to the number rolled on the die. Then, the timekeeper immediately starts the 30 second timer. All players, including the reader and the timekeeper, now write as many words as possible. These words must be answers to the current question of the round. As soon as the timer ends the timekeeper shouts "stop" and all players shall stop writing (they may complete their current word but may not start another).

2. Make a Bid

Now, each player makes a Bid by using one or more of their Bid Cards in their hand. They place their chosen Bid Cards face-down before them on the table. If a player places down multiple Bid Cards, they add them together. This sum is the Bid of that player. In this way, a Bid of maximum 21 words (6+5+4+3+2+1) is possible. In order to score, one must be able to read the number of words from their paper as they Bid. For example, if a player bid 7, they must read 7 unique words/answers that no player before them has already read. Each player reads aloud the value of their Bid and reveals their bid cards.

3. Reading Words and Crossing Words Out

After all players have revealed their bids, the player with the lowest Bid takes their turn to read their words. They read as many valid words from their word list as their Bid – and no more! They read them slowly and circle them on their list. If other players wrote the same words, they must cross them out and they cannot read these words later at their turn. Note: It is recommended to read those words, which one believes that the other players would likely have written down. This would reduce their opponents’ word lists. Next, the player with the second lowest Bid takes their turn to read their words, and so on.

If several players made the same Bid, the player closest to the start takes their turn. If there’s still a tie, the player whose cube is closest to the darker part of the space takes their turn.

Lower Bid > Closest to Start > Darkest Part of Space

Turn Order Example
Turn order example

If a player has successfully read as many words as they bid, they move their cube that many spaces forwards on the track and place the cube in the lightest part of the space. When moving a cube into a space that already has cubes in it, the player must place their cube to the darker side of the space, below the existing cubes.

Movement Order Example
Movement order example

If a player could not fulfill their Bid because they crossed out too many words, they still read all uncrossed words but their cube stands still. If the other players had written these words on their lists, they must naturally cross them out, too. After all players take their turns to read their words, the next round begins. The left neighbor of the reader becomes the new reader.

Challenge Spaces

If the leading player’s cube is on a space with a challenge symbol at the beginning of a round, they draw the top Challenge Card and read it aloud. They must follow this instruction in this round. If several players are tied for the lead, all of them must follow this instruction.

Challenge Spaces
Challenge Spaces

Game End

If a player’s cube reaches the Finish Card, the game ends in that round. If several players get onto the Finish card, the winner is whomever moves their cube the furthest onto, or beyond, the Finish. If there's a tie for final position, the player who moved the furthest this turn is the winner. If those tied players moved the same distance, they share the victory and must high five each other.

Which words are valid and which must be crossed out?

In keeping with the spirit of the game and to avoid unnecessary debates, all answers should be reasonable. The idea is to come up with unique words your opponents might not think of in the alloted time. However, your opponents should have heard of your words, and agree they are logical answers to the question.

  • Only relevant and reasonable words are valid. If the question is "Typical of a bakery", one can write "bread", "rolls", "cakes", "customers", etc. Words such as "drill press", "surgeon" or "umbrella" are invalid.
  • If another player reads a word on their turn that matches a word on your list, you must cross that word out.
    • All words with the same word root must be crossed out. E.g. if one reads "astronomy" all words with the same "astro-" root such as "astronaut", "astrophysics" etc. must also be crossed out.
    • Words of different forms are the same and must be crossed out. E.g. if one reads "singer" all words such as "sing", "song", "sung" must be crossed out.
    • Words, their plurals, and abbreviations are the same and must be crossed out. E.g. if one reads "Doctor", all words such as "Animal Doctor", "Dr.", "Doctors", "Childrens' Doctor", "Psychology Doctor", etc. must also be crossed out.
    • Words constructed from the stem must also be crossed out. E.g. if one reads "blueberry", all words such as "strawberry", "raspberry", "boysenberry". "snozzberry", etc. must also be crossed out.
  • Words with same or similar meaning, but in other wording, do not have to be crossed out. E.g. "Money", "Cash". "Gold", "Currency", "Coins" are all valid and different words and therefore do not cross each other out.
  • A word, used in the question, may be used several times as answers and do not cross each other out. E.g. a question reads "Milk products", answers containing the word "milk", like "skim milk", "powdered milk", "chocolate milk", etc. are all valid and do not cross each other out.
  • If a player believes an opponent has read an invalid word, they must immediately object. If all other players cannot come to an agreement as to whether the word is valid or not, a vote is held. The majority determines whether the word is valid or not. If there is a tie, the word is considered valid.

Variants

These are optional rules that may or may not be included in gameplay. It’s up to you.

Variable Track

The track can be varied, by using more or fewer cards of both kinds. It is not required to have all the Challenge Cards in front of the Finish Card. One or two Challenge Cards can be inserted in the middle of the track. However, they should not be used too close to the Start Card.

The Doubler

Each player can have their points doubled once per game. After a question has been read, players can immediately shout "Double". If they successfully read as many words as they Bid that round, they can move their player cube forward twice as many spaces as they Bid. They cannot do this if they are on a Challenge space.

Veto

Each player may reject a question once per game. The next question on the same card will then be read instead.

No Dice

Rather than using the die to determine the question, the reader gets to look at all questions on their card and choose the question they like best.

Drop Anchor

Instead of only the person in first place having to play with the challenges, all players whose cubes are on challenge spaces must play with the challenge as well.

For more than 6 players

You can play with up to 8 players individually. For the extra two players, you can just create extra components out of whatever is lying around. Bid cards can be handwritten on scraps of paper and board pieces can be coins.

For more than 8 players, play in teams (up to 8 teams). It’s a good idea to have a non-playing moderator with a large group.