Components
- 1200 Definitions on 300 Cards
- Game Board
- 6 Pawns
- Die
- Instructions
Setup
Put the Game Board in the center of the table.
Everybody choose a pawn and place it on "Start".
Important: Choose ONLY the red, yellow, blue or green pawns. The orange and purple pawns are used only in Blurt Junior.
Everybody roll the die. If you roll the highest number, you're the first Reader.
Game Play
If you're the Reader:
Roll the die to determine the number of squares the first player to answer correctly will get to move, AND which Definition to read.
Draw a card from the "Draw" end of the card box. If you rolled a 1, 2, or 3, read the top Definition on the card; 4, 5, or 6, read the bottom one.
Read the Definition out loud so everybody can hear.
If you're not the Reader, you get to blurt:
As the Reader gives the Definition, blurt out the word you think it defines.
There's no penalty for wrong answers.
You can blurt as many times as you want until somebody gets the correct word.
If you're the first one to blurt the correct word, move your pawn the number rolled.
If you're the Reader:
You decide who blurted correctly first.
If there's a tie, read another Definition. Only the players who tied can blurt.
Place the card in the "Discard" end of the box and pass the box to your left.
The person on your left becomes the next Reader, and everybody takes turns being the Reader.
The Showdown
If you land on a square that's already occupied by another pawn, there's gonna be a Showdown! The two players on the square have a Definition read to them by another player.
If you're first to blurt the correct word, you win the showdown and may remain on the square. If you're not first, you have to go backward the amount of squares shown on the die.
The Takeover
If you land on a square that matches the color of your pawn, this is your big chance to challenge another player and takeover his or her square!
Place your pawn on the same square with the player you want to challenge.
Play the same way as you would in a Showdown, except the winner remains on the lead square, and the loser has to go back to the square from which the challenger came.
You can only initiate a Showdown or a Takeover when you first land on a square that is either occupied or that matches the color of your pawn.
No matter the outcome of a Showdown or Takeover, neither player may initiate a second one until after they have moved to a different square on the board by blurting in regular play.
End of the Game
The first one to return to "Start", after going all the way around the Game Board, is the ... WINNER! You don't have to land there by exact count.
Team Play
You can play in teams just the same way you would as individuals.
When you're the Reader, the others on your team cannot blurt answers but can help you decide who on the other team(s) blurted first.
The card box is passed from team to team, instead of from player to player.
Blurt with a Twist
If you have mastered Blurt! and would like to add some variations to the rules, here are a couple of ideas . . . and feel free to make up your own!
No Second Chances
You only get one chance to blurt, so you better be sure you're right. If you blurt the wrong word, you must remain silent until somebody else gets it, or until another Definition is read.
Blurt That Word
Whenever a six is rolled, the Reader counts and announces the number of words in the Definition.
If you get to blurt, start bidding against other players on how many words of the definition you think you'll need to hear in order to guess the correct word. You only get one guess!
If you're the low bidder, you get a chance to blurt all by yourself. If you're right, move ahead six squares, but if you're wrong, go back six.
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