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Smart Mouth Game - Word Games - Word Games For Kids
Smart Mouth is the quick-thinking, shout-it-out word game! Go head to head
with family and friends in this fast-paced, hilarious word game.
 

Word Games |  Mensa Games | Spelling Games | Party Games
Order To Smart Mouth
 
Smart Mouth, Word Games, family games, word game, smart mouth game

Award Winning
Games
 

MENSA Select Award
- 2002
  

Parents' Choice Award
Winner 2001
 
Oppenheim
Toy Portfolio: Best Educational Toys
of the Year-2002
 
Oppenheim
Toy Portfolio: Gold Seal Award-2002
 
Parents' Choice Award
- 2002

Major Fun Award - 2002
 
ASTRA Hot Picks
Game of the Year
- 2002 -
Ages 7 and Up
 

2002 - Canadian
Toy Testing Council's
Three Star Award
 
2002 -
National Association
for Gifted Children
Holiday List

2002 - Canadian Toy
Testing Council's
Best Bets Award
 

 

 

 

Game Rules:

Before You Get Started:

Place letter tiles - one per player - face down.  Any color will do.  Each player picks a tile.

The player with the letter closest to A becomes the Dealer.  The Dealer plays, too.

The dealer shuffles each color set of 36 tiles and loads the two columns of tiles letter-side up into the Letter Getter.

How To Play:

The dealer operates the Letter Getter by sliding it back and forth.  A pair of letters - one of each color - is released.  The letter tile on the left represents the START of a single word.  The letter tile on the right represents the END of the same word.

Individual players or teams try to think of a word that has at least five letters using the beginning and ending letters from the Letter Getter.  For example, if the letters M and C are released, "Majestic" or "Magic" would be great answers.  If C and T are released, you could say "Count" or "Current".

The first player or team to shout out a correct answer colle4cts both the tiles.  (Shouting is not really necessary.  You can speak your answer in a civilized tone if you prefer.)

But What If...What if two players shout out valid words at the same time?  What if no one can come up with any word at all?  What if there's a dispute and things are getting nasty?  In any of these situations, the dealer throws both tiles into a Bonus Pile.  The letters in the Bonus Pile are awarded to the next player who is first to call out a valid answer to the next challeng.

The winner is the person or team with the most letter tiles after all 36 pairs have been used.

That's basic Smart Mouth, but here are infinite ways to get creative with the format of the game.  You can come up with your own rules to make the game harder, easier, or just more interesting (but stick to words in the English language dictionary please, unless you decide on a variation like Bogus Bluff or another laguage).  For example, your gaming group could agree upon simple limitations like these, or try some of the game variations that follow:

No plurals - which requires a little more brainpower if the ending letter is S.

No proper nouns - "Kazoo" OK, "Kalamazoo" uh-uh. 

Limit words to a part of speech - nouns or adjectives only (don't try adverbs - they're heavy on Y endings). 

Limit play to another language - Remember that high school Latin?

Game Variations:

Playing with Younger Kids (easier):  Lower the minimum letter requirement of the basic rules down to 4 (8 to 10 years) or even 3 (8 years and under).  Team younger and older kids, and hope that somebody knows how to spell.

Word War (a little more difficult):  Grab some paper and pencils.  Two tiles are released from the Letter Getter.  Each player writes a list of as many words as they can think of using the two tiles as beginning and ending letters.  For example, if the Letter Getter dispenses B and A, a list might include "Banana," "Bandana," "Bonanza," and "Balsa."  The player with the longest list wins.  This version works great for teams.

Trump Time (advanced):  It's not just speed that counts here. In this version, the first player to call out a word does not automatically win BOTH of the tiles.  The player to initially call out a word does win ONE tile, but then the heat's on the other players to trump the first winner with a longer word.  If the Letter Getter dispenses C and E, the first answer might be "Cable."  This player is then awarded one tile.  In order to win that coveted second tile, players must think of a word longer than 5 letters - like "Coffee."  But wait, it's not over yet...Can someone think of an even longer word? "Convertible!" Beat that!  We're waiting... The Dealer states in advance how much time players will have to call out a longer word.  The Dealer awards the second tile to the trump winner.  Remember, players are rewarded for both the first word and the longest word.

The Name Game (advanced):  Quick - think of a famous person with the same initials as the tiles.  C and R: Christopher Reeve; L and C: Lynda Carter (you must be a Smart Mouth Superhero).  How about H and A: Hank Aaron ( you hit a home run with that one ).  Let's try M and H:  Merle Haggard, Monty Hall, Marilu Henner or Martin Heidegger (deep!).  Nobody's ever heard of your answer?  We suggest that at least one other player or a reference must validate famous names.  The Dealer referees disputes. 

Let's look at the letters H and P for the Name Game. Would wisard-in-training Harry Potter be valid?  Not if you've agreed to eliminate fictitious folks.  Would those famous Americans, chess player Harry Nelson Pillsbury (1872 - 1906) or sculptor Hiram Powers (1805 - 1873), be acceptable choices?  They're both real people, but have any of your fellow players ever heard of them?  Decide in advance if you can consult a reference book or the Internet.  If none of your fellow players can verify that your answer is an honest-to-goodness living or dead famous person, prove your case with a reference or let the Dealer act as referee.  Just decide in advance!

Geography (advanced):  So you think you're a world traveler, huh?  Try to recall all those spots on the globe.  Players call out the name of a place using the letter pair, which can represent either the first and last letters of the place, OR initials.  For example, L and A could be answered with "Louisiana" OR "Los Angeles."  Remember, decide in advance if fictional places like "Shangri La," "Hogwarts," or "Tara" can be valid answers.

Bogus Bluff (expert):  Is that a real word or not?  You'll need a dictionary for this game.  The object is to A) win away tiles by exposing an answer as phony; or to dupe your fellow-players into B) accepting a made-up word as real; or C) challenging a real word as invented.  For instance, the Letter Getter dispenses W and L.  Player ONE calls out "Wurzel."  Player Two says "Bogus."  Dictionary is checked, and "Wurzel" is revealed to be a real word ( a root vegetable).  Player One gets the two tiles PLUS one of Player Two's tiles.  Now let's say Player One calls out "Warfel" and Player Two says "Bogus."  Dictionary is checked, "Warfel" is revealed to be a fraud, and Player Two gets the two tiles PLUS one of Player One's.  If "Warfel" goes unchallenged (because other players will fear losing a tile), Player One takes the W and L tiles.  Best Strategy is to mix obscure and bogus words in with more recognizable words.

Smart Mouth as a Classroom Enrichment Tool

Using the Smart Mouth game as a fun, alernative teaching tool to build students' language skills and word recognition.

Try these:

Spelling:  Use the basic rules we have provided, but when students call out words, have them all spell their answers aloud or write them down on a piece of paper.  The student with the most correct words wins!

Quick Words:  Be warned, this can get noisy, but it involves the full class in quick thinking and teamwork.  The class is divided into teams (max. 10 to a team) and arranged into rows.  The blackboard is divided into the same number of sections.  The first student in each row will write answers on the blackboard.  Before the teacher calls out the first letter pair, he or she will decide a time limit for each round (60-90 seconds is recommended).  Teacher calls out the first letter pair.  Students write as many words as they can thin of using the beginning and ending letters (refer to original game play) in the alloacated time.  Teammates can call out answers, but of course they're sharing their answers with the other team, too (no matter-the object is to practice quick thinking, spelling and vocabulary).

Next, the second member of each team gets the chalk and goes to the board while the teacher calls out a new letter pair from the Letter Getter.  This continues until all students have a turn.  The team with the most correct words is the winner.  For younger students, we suggest using just one letter tile that can be used as either the start or end of a word, or allow children to write words that contain at least one or both letters in the word.

 

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