Jibber Jabble is your classic “get them to guess the secret word” game – but with a fun twist… Spelling. Not convinced? Read on to learn how to play what will be your new favorite cooperative card game. And believe us, it is NOT your grandma’s word game.
Jibber Jabble is a game of teamwork, sabotage, and spelling. It consists of several rounds in which you work together to get one person, the Jibber, to guess a secret word based on three clue words provided by the other players. The other players cannot communicate with each other to decide what the clue words will be. Instead, they must spell out the clue words one letter at a time. Starting with the player to the left of the Jibber, each player will use their turn to either give a letter, end a word, or play a power card. A round ends when the Jibber has either successfully or unsuccessfully guessed the secret word.
There are two main ways to play Jibber Jabble. Party Mode and Sabotage Mode. Party Mode is ideal for large groups or when you want simplistic, cooperative, and “friendly” gameplay. There’s no point system, you just play as long as you want. While we lay out clear rules for Party Mode, this is also where you have the most room for “house rules”. Sabotage Mode adds some spice to the game and is better suited for 4 – 9 players who are ok with being pitted against each other. We recommend starting with Party Mode to get used to the mechanics of the game, and then trying out Sabotage Mode if you’re ready for something more.
If playing in Sabotage Mode, players are either Jabblers or Jesters. Jabblers are trying to give helpful clue words – Jesters are trying to covertly sabotage the clue words, either by giving unhelpful letters or by strategically using a power card to disrupt play order.
Included In Game
Each pack of Jibber Jabble comes with 9 Role Cards, 9 Power Cards, 35 Word Cards, and 1 Rules Card
Not Included But Helpful
You may find it easier to play the game with a pen/paper or a marker/whiteboard. Use these to keep track of the letters being given for your clue words.
A 6-sided dice can be used to randomly choose which word will be used each round. Newer versions of the game have 6 words per card. The original version only has 5 words per card – so if a 6 is rolled you can let the Jibber say a number between 1-6 to choose which word will be used.
INITIAL SETUP
Choose a Jibber
Choose the player most likely to win a spelling bee to be your first Jibber. If that’s too close a call, choose whoever can say the alphabet backwards the quickest. Give that player the “Jibber” card. The role of the Jibber will rotate to the left after each round.
Word Cards
Place the stack of word cards face down in the middle of the table.
Power Cards
Shuffle power cards and distribute them evenly to all players except the Jibber. The distribution of power cards can be flexible based on how many people you are playing with. If you are playing with more than 10 players you may choose to pass them out to every other person, or leave them face down next to the word cards for people to draw as needed. You may look at your power card(s) but should not reveal them to other players. Cards will be redistributed after each round, so if you don’t use it, you lose it.
Role Cards – Sabotage Mode Only
Shuffle the remaining role cards and deal one to each player, face down. You may look at your card but cannot communicate your role to anyone else. The only player who should reveal their role is the Jibber. Their card will remain flipped up in front of them.
The number of Jabblers and Jesters will vary based on the number of players as shown in the table below. For 10+ players you must play in Party Mode. Role cards are redistributed after each round ends.
HOW TO PLAY
At the start of each round, the player to the left of the Jibber draws the top card from the Word deck. The Jibber either says a number between 1-6 or rolls a 6-sided dice. The corresponding word from the word card becomes the secret word for that round. The card will then be passed to all players except the Jibber, so they can see the secret word.
EX: The Jibber says or rolls the number 4. The Word Card is then passed to all other players, except the Jibber, so they know the secret word is “Cat”.
Going clockwise from the Jibber, each player will take a turn giving a letter until three clue words have been spelled out. The clue words should somehow be associated with the secret word, but you cannot communicate with the other players as to what you are trying to spell. And yes, that includes body language and gestures. This isn’t charades. Players can also use their turn to end the spelling of a clue word by saying “STOP”, or to play a power card. The next player begins the process of spelling the next clue word by giving a letter. This continues until 3 clue words have been spelled out.
EXAMPLE OF CLUES
Power Cards
Instead of giving a letter or ending a word, a player can use their turn to play a Power Card. Each Power Card can only be used once per round, and all power cards will be shuffled/redistributed at the start of each round. In the example above, let’s assume Player Four had the Nix Power Card. Rather than giving the letter “K”, they can play the Nix Power Card and take away Player Three’s “L”. Play would resume with the letters “Mi”, with Player One giving the next letter. With the exception of the Whisper Power Card, power cards must be used in place of a player’s turn.
After each clue, the Jibber has an opportunity to guess the secret word. In Party Mode, the Jibber gets two guesses total. They can choose to guess as early as they like, but there is not an advantage to guessing before all three clues have been provided. In Sabotage Mode, the Jibber will only get one guess total. If they choose to guess after the first clue and are wrong, they will not get to guess again. Points are awarded to the Jibber based on how many clues they require to successfully guess the word. (see Winning the Game for a point breakdown of Sabotage Mode)
*In the Example of Clues shown above, we demonstrate how a Jester (Player Three) could strategically sabotage the clue without being too obvious. It’s possible Player Three suspects Player Two was trying to spell “Mice”, (since cats chase mice). To sabotage the word, Player Three could act like they have no clue what’s going on and give the letter “L” for a potential word “Mile” (which truly has nothing to do with cats). Player Four, however, is a Jabbler and gives the letter “K” to spell “Milk” (since cats drink milk). It may not be the best clue, but it’s better than nothing! If playing in Party Mode you will not have to worry about anyone intentionally sabotaging the word.
WINNING THE GAME – Sabotage Mode
In Sabotage Mode, points are awarded each round based on how successfully you carried out your role. Whoever has the most points at the end of the game wins!
BONUS: After the Jibber guesses the secret word, they also have the option to “steal” points from one or more of the Jesters by correctly identifying them. The Jibber may only guess one Jester at a time. If correct, they will steal 5 pts. from that Jester, and can then try to identify the other Jester. If incorrect, the Jibber’s turn is ended and they lose 5 points to each Jester who was not identified. They do not have to continue guessing after the first correct identification.
ADDITIONAL RULES
Plural vs Singular
If a Jibber’s guess is a plural or singular version of the secret word, it still counts. EX: The secret word is “Goose” and the Jibber guesses “Geese”.
A Word Within a Word
You can spell a clue word that includes the secret word. EX: The secret word is “Berry”, and you spell “Blueberry”. You cannot spell the secret word by itself.
Synonyms
You should decide before starting each game whether synonyms of the secret word will be considered correct. For instance, if the secret word is “Truck” you may or may not decide to accept “Pick-Up”.
Spelling
While we do not recommend intentionally misspelling words, this is not a spelling bee and it is not expected that you perfectly spell out each clue word. That said, do not intentionally spell out multiple words in a single clue. EX: “FREEWILLY” is not an acceptable clue if the secret word is “Whale”.
Strategy
If someone gives a letter that leaves the next player absolutely stumped, there are a few options. They can end the word by saying “stop”, they can ask if someone has a “Whisper” card and can help them with a letter, or they can play their own power card if it would help. They should not simply continue spelling as though the prior letter was not given.
EX: The secret word is Cinderella and the current letters are “SH”. Player 2 gave an “H” to spell “Shoe”. Player 3 was hoping to spell “Slipper”. Player 3 should not simply give an “L” as though player 2 never said the letter “H”. They especially shouldn’t say in front of the Jibber “Ok….Just pretend they didn’t say “H”. Overtly strategizing in front of the Jibber is not in the spirit of the game.
Take Power Card
If a player uses the Take Power Card, they may choose to take another player’s unused Power Card or draw a Power Card that was not distributed. They must play the power card immediately. They can also choose to request a specific Power Card, though other players are not under obligation to volunteer their card.
“Helping”
If a player gives a hint (verbal, written, or through a physical action) to another player as to what letter they should give, we recommend assessing a 5 point penalty. This does not apply to the Pick or Whisper Power Card, or to Party Mode.
Increasing the Difficulty
Like Party Mode but want to make it harder? Try these!
– Only allow each power card to be used once. Do not redistribute them each round.
– Do not use power cards
– Only give the Jibber one guess
– Set a timer for 30 seconds and force players to give a letter within that time frame