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Intellectual Quests

Intellectual Quests 1985

Design (Uncredited) Publisher (Unknown)
3–0
Players
15
Age

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About the Game

Players select one word, out of the 750 available, with the idea that none of the other players will know its meaning.

The lead player scores points by being skillful in his choice of words. The other players score points by either determining the correct meaning of the word, or by "inventing" a definition which is so believable that if is accepted by one or more of the other players as being the correct one.

Players may also take advantage of the "memory" round. in which they can score high points by remembering the words played in the two previous rounds of play.

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refreshed Jul 17, 2026