Associations is a psychological game for adults. Association board game: awaken your imagination

There are many games with associations, and they are all very simple and fun - just what you need for a group of friends. Most of them have cards with words that need to be explained. Some games even come up with new meanings.

Why do some associations seem strange to us, while others are absolutely clear and logical? This is because we combine objects according to different principles: by similarity or, conversely, contrast, we build cause-and-effect relationships and find commonalities in time or space. So, for some, the plane will be associated with birds, because it flies and has wings, and for others with twins, because it was invented by the Wright brothers. In addition, our erudition influences mutual understanding: associative thinking primarily uses the storehouses of our memory.

The best way to understand in practice how our consciousness builds connections between individual events, facts and objects is to play one of the board games with association cards.

Are you too old to play games?

If you still think board games are made for children, then you've probably never played Age of Empires or Game of Thrones. Because not every adult is able to understand their rules, not go crazy and get to the gameplay itself. Fortunately, association games are usually very simple: the rules take no more than two pages, are quick to read and easy to understand. At the same time, associative games are always very positive, so everyone likes them - regardless of age, religion and race. People play them with pleasure at home and at corporate events, and take them with them to the dacha and on vacation. Speaking of corporate events, games are a great option for team building if you understand what we are talking about.

Something about benefits

Association board games develop:

  • Imagination and creativity: they teach you to think outside the box, finding original solutions. After all, the number of ideas generated directly depends on how wide a range of associations you have;
  • Analytic skills, helping to find connections between the most disparate objects;
  • Logical abilities: In games where you need to guess words, for example, it is very important to follow the thread of reasoning.

Imaginarium

Imaginarium is the first association for board games on... associations. And all because it is almost entirely built on the work of the imagination. Here you need to make associations, choose pictures for them, and then try to guess where the author’s fantasy card is. The game develops not only associative thinking, but also helps to get to know each other better. After all, after a few moves, you will already know who has read Stephen King and who has not.

Activities

Activity is the most famous game in which you need to explain words to each other in three ways: draw, tell and show. The method depends on what field your chip is on. And where it will come depends directly on you: you first decide how difficult the word card is to take, and only then explain it, moving forward if successful. This good game for a party, family gatherings or meeting with friends.

Equivocas

Equations develop not only imagination, but also the most amazing skills. So after hundreds of games you will be able to read any word backwards on the first try. Even a synchrophasotron. And all because there are a lot of ways to explain words - from drawing to modeling from plasticine. And every turn, everything is decided by the roll of the dice: beware of the six - the craziest tasks lie in this deck

Elias Party

Elias Party - another one popular game, where you need to explain words to each other. True, you won’t have to show or draw - just tell. But you may well come across a bonus task: are you ready to think, speak and jump on one leg at the same time? Can you explain several words in a row while maintaining a threatening expression on your face? Yes, quantity matters: than more cards With tasks your team will complete in a minute, the further the chip will move forward. And the winner, of course, is the one who comes to the finish line first.

Boom

Those who like to read gossip columns will automatically have an advantage at the beginning of the game: after all, in the game Boom you need to explain celebrities to each other. This is done like this: everyone is divided into teams of two, and a certain number of cards are drawn from the deck. Then everyone takes turns talking about famous personalities to their partners, without naming their names. The task is to guess as many as possible in the allotted time. When the cards run out, the results are recorded and the second round begins. Now we need to show the same people to each other. In the third stage, to explain, you will only have the opportunity to give a hint - say one thing, evocative, word. Boom is not only an opportunity to have fun in a group, but also a great way to get to know each other better and make friends.

Broken phone

It's easy to draw any word. Understanding what is depicted is also quite simple: one hundred out of one hundred players can cope with this. But it rarely happens that these answers coincide - only if a group of professional cartoonists joins the game. As you already understood, in Broken Phone you first need to draw the hidden word, then identify the picture and write your own version, which the next player will draw. So a sheriff can easily become a bank robber, and a girl can easily become a boy. Studying chains of pictures and word associations to them, you will definitely smile, and sometimes even laugh out loud.

Tick ​​Tock Boom Party

The most important thing in the Tick Tock Boom Party game is the plastic bomb. Because it can explode in your hands at any moment, and no one knows when this will happen. Therefore, you need to complete all tasks very quickly: remember celebrities, come up with words or make anagrams from them. Having managed, you need to throw the bomb to your neighbor - now it’s his turn to worry. Tick-tock-boom is an incredibly addicting and very fun game. The plastic projectile makes a very authentic explosion sound, amusing everyone around, and a randomly triggered timer adds adrenaline to the game. That is why Tick-tock-boom is not just a word game, but a real bomb of any party.

Abracadabra

>You can convince your friends that “Romanica” is Jamaican alcoholic drink? What if each of them puts forward their own, no less convincing version? As you already understand, in Abracadabra you need to come up with your own new interpretations of various little-known words through associations. And then vote for the option that seems closest to the truth to you. By the way, in fact, “Romayka” is a Greek folk dance. True, hardly anyone will believe it.

Crocodile Big Party

Crocodile is a game in which you need to show each other words, trying to do it in a minute. In the Big Party, you will not only need to show them, but also draw and explain them. Only, unlike Activity and Ekivoki, you yourself choose the way to convey your thoughts to your partner. Additional fun is provided by special "buy-trap" cards: they different ways complicate the task. Every turn you can take a similar card, and if you cope with the explanation of the word, despite the obstacles, then you will keep it. And you can play it against a rival team or use its second, easier-to-explain property to your advantage.

Association games are useful for both adults and children. Linking figurative and logical thinking, they give a good impetus to increase intellectual development, as they increase the speed of intellectual processes. The best way activation of thinking and memory, perhaps, cannot be found.

Many adults suffer from the fact that they cannot quickly pick up the right word. It is useful to develop the ability to quickly extract necessary information from the depths of memory from childhood. Association games are especially useful for children with in different forms developmental disorders. We give examples of games to search for associations. We hope they will show interested adults areas of work.

Let's conditionally divide them into 2 groups:

  1. word association games,
  2. games for figurative associations.

Word Association Games

Associations by contrast

Instructions. I'll name a word, and you quickly find the opposite meaning.

  1. High Low.
  2. Distant/close.
  3. Thick/thin (thin).
  4. Sweet/sour.
  5. Evil/good.
  6. Weak/strong.
  7. Good bad.
  8. Raw/cooked.
  9. Long short.
  10. Black White.
  11. Sinking/swimming.
  12. Shout/be silent.
  13. Throw/catch.

Associations by similarity

Instructions. I'll name the object, and you tell me what it looks like.

  1. Watermelon/ball.
  2. Head/ball.
  3. Pear/triangle.
  4. Sun/dandelion.
  5. Camel/mountain humps.
  6. Snowy field/white blanket.
  7. Fountain/rain.
  8. Boots/feet.
  9. Frozen river/mirror.
  10. Puddle/ocean.
  11. Blooming meadow/carpet.
  12. Sky/blue bowl.
  13. Dandelion fluff/helicopter.

Associations by contiguity in space/time

  1. Winter/snowfall.
  2. Autumn/leaf fall.
  3. Spring/flowering of primroses (snowdrops).

Here you can search for both individual words and chains of words. At one of the lessons on time orientation, the students were tasked with naming as many “winter” words as possible - associations with the word “winter”. The list turned out to be impressive.

We complicate the task by observing the condition: to name something that happens only in winter.

Cause-effect associations.

  1. Day/light.
  2. Rain/puddles.
  3. Water/wet.
  4. Germs/disease.
  5. Sun/drops.
  6. Drops/spring.
  7. Physical education/health.
  8. Sun/light, warmth, life, tan.

These are the main types of associations. Additionally, associations include:

  1. Generalization: dandelion/flowers, stool/furniture, sheet/bed linen, floor lamp/electrical appliances, cow/pets, apple/fruit, carrot/vegetables, jar/dishes.
  2. Subordination: flowers/asters, furniture/bench, dishes/plate, hats/Panama hat, animals/monkey, toys/scooter, transport/cart.
  3. Addition: notebook/pen, palette/paints, desk/student, soup/spoon, vegetable garden/potatoes, mother/child.

Additionally, practical material for association games can be taken from here.

This classification is for students and teachers. It’s difficult for parents and grandparents and they don’t want to figure it out, so we offer several tasks (games). Doing them with the guys of different ages(including schoolchildren) quite regularly, you can achieve good results.

You should start with a simple search for associations, as described in this article

Game "Tail to the word"

A similar association game for schoolchildren and adults is found on the Internet under the name “associated associations.” We adapt the name to the age of our students, additionally introducing an image. What do you think older preschoolers can imagine? A mouse with a tail: the more words, the longer the tail. A train with carriages: more words - longer train. Beads, round dance...

The course of the game is like this. Choose an object or phenomenon and invite the children to name as many words related to the topic as possible. It is advisable to write them down in order to later establish the connection between the word and the association. If there are two or more children, we introduce a competitive aspect: who has the longest tail.

Example: spring. Instructions: name all the words you know that relate to spring. Dialogue:

  • Spring - snowdrop.
  • Why snowdrop?
  • Because snowdrops grow in spring.

The better the skill of searching for associations, the more difficult words can be offered. Let's say the original word is "vacation". Our northern children know a lot about it, they are waiting for it because they will go on a trip. But they have few “vacation” associations. While playing with your child (one at a time), introduce new words: passenger, fellow traveler, conductor, etc.

Game “Which word is missing”

Instructions. I will say two words, and you add a third to them so that it becomes clear how they are connected. For example, I will say: evening, food. How to connect them? They eat in the evening. What is the name of the food in the evening? Dinner. So the third word will be “dinner”. It turns out to be a chain: evening, food, dinner.

  1. Relatives, pencil (letter).
  2. Book, carriage (reading, forgetfulness).
  3. Holiday, mail (postcard).
  4. Pen poetry (poet).
  5. Vegetable garden, arable land (tractor).
  6. Butter, cake (cream).
  7. Beads, round dance (outfit, decoration).

If a child has difficulty coming up with sentences (which is often the case with speech-language learners and children with other disabilities), the third word can be taken as an action: doll, girl (play).

Game "What's Right?"

Instructions. I will name the words, and you tell me what other words they fit with.

  1. Light/fluffy.
  2. Light/wooden.
  3. Multi-colored/fragrant.
  4. Bitter/healthy.
  5. Dark/hot.
  6. Sweet/milky.
  7. Darling/little one.

Association games will be useful for children's party, on a trip, on vacation, in a word, wherever boredom sets in.

Objectives: development of associative thinking.

Shift period: second half of the main period.

Children's age: from 12 years.

Duration: from 30 minutes.

Number of children: the whole squad.

Venue: detachment place.

First, the counselor explains the meaning of the word association. Then he says: “Now I will make a wish for one of you. And you ask me with what tree, stone, animal, plant, etc. I associate it with him.”

The ball is thrown in a circle (at random) and everyone who has the ball in their hands says a word. The one to whom it was transferred calls word association to what was said by the previous participant. A theme for associations can be set. The game can be a transition from one topic to another.

Option in words

The rules of the game are simple. The participant says some phrase or word (preferably a phrase) and the next one who looks here must say what association this phrase evokes in you. Again in a phrase or word.

  • 1st player: Awesome cake cream
  • Player 2: Birthday!
  • next player: Birthday - once a year

Etc. round…

4 people play two on two. The players are arranged in a circle so that the two playing together are opposite each other. One of the players (Vasya) thinks of a word (a noun, in the singular, in the nominal case, which is not a name or title) and communicates it (in the ear) to the player following him clockwise (Petya). Now on each team one player knows the word and the other does not. The goal of each of the players who knows the word is that, by naming associations for these words, to ensure that another player from his team comes up with what word is intended, and earlier than the player from the other team. The team that guessed correctly gets a point, and now the player next to the one who came up with the word this time will come up with the word. Guessing goes like this. The player who was given the floor (Peter) starts first. He pronounces the association out loud - a noun, in singular. number, in them. case, which is not a name or title, and is not the same root as the intended word. (If, when naming an association, a player violates this rule, then his team automatically loses a point, and a new word is thought up by the next player). Another player on his team tells his version out loud. If he guessed right, the game ends. If he didn’t guess right, then now Vasya makes his hint: he pronounces his new association out loud, and can also pronounce any associations for this word from those that have already been mentioned (regardless of who named it - himself or the player from another team). These associations (including the new one) can be pronounced by him in any order, and only once. After that player names a set of associations, another player on his team names his version of the answer. If he guessed right, the game ends. If he didn’t guess right, then now again Petya makes his hint, then again Vasya, then Petya, then Vasya (i.e. 6 times in total). If by this moment the word has not been guessed, then it is considered that the word was difficult, neither team receives a point, and a new word is guessed by the next player (Petya). And finally the last thing important rule. When a player who knows a word names a set of associations, now another player from his team must name his version of the guessed word. But while he is thinking, the guessing player from the other team has the right to name his answer out of turn. If he guesses the word, then his team gets a point, but if he doesn’t guess, then his team loses a point. After this, a new word is thought up (by the next player, as usual).

The players choose one of those present. The driver must guess it. To do this, he asks questions: “Suppose the person you have in mind will be furniture. What object does it remind you of?” Analyzing the answers of the players, the driver tries to find out who the mystery is.

The players are divided into two teams. A draw determines which team starts the game. The first team chooses a player from the opposing team and gives him a word, a proverb, the name of a movie or a song (the theme of the game is determined by the choice of the players), and the selected participant must pantomime show his team the task given to him so that his team can solve it. You are given 1-3 minutes to guess. The winner is the team that guesses more tasks or larger number times will put the enemy in difficult situation when he cannot guess the task.

Round. The first one whispers a word in the ear of the second one, he tells his association to the next one.

Everyone sits in a circle, and someone speaks any word into the ear of his neighbor, he must immediately say into the next ear his first association with this word, the second - to the third, etc. until the word returns to the first. If you get a “gangbang” from a harmless “chandelier”, consider that the game was a success.

It is best to conduct the game in a company where people know each other well, and where a certain opinion has already been formed about everyone. The game is played as follows. All participants gather together. A presenter is selected. He silently makes a wish for one person present. The task of the rest is to find out who the leader chose. All participants in the game take turns asking the host questions about associations. The presenter thinks for a moment and pronounces his association. Participants in the game listen carefully to the answers and try to put all the associations into a single image, this allows them to guess the intended personality. Whoever is the first to correctly identify the selected person wins and gets the right to become the leader in the next game. The word “association” refers to the presenter’s impression of this person, his personal feelings, some image that resembles a mysterious person. An example of questions and answers to associations could be the following dialogue:

What vegetable or fruit is this person associated with?

With ripe tangerine.

What type of shoes is this person associated with?

With hussar boots with spurs.

What color is this person associated with?

With orange.

What type or brand of car is this person associated with?

With a bus.

What animal is this person associated with?

With an elephant.

What kind of music is this person associated with?

With Russian "pop".

What mood is this person associated with?

Happy.

After these answers you understand that we're talking about about someone perky, with a good-natured character and a broad soul. You look around in bewilderment: “Who could it be?” And then suddenly someone’s voice is heard calling your name. To your surprise, the presenter says, “This is the correct answer!”

Objectives: development of associative thinking. Shift period: second half of the main period. Children's age: from 12 years. Duration: from 30 minutes. Number of children: the whole squad. Venue: detachment place. Equipment:

First, the counselor explains the meaning of the word association. Then he says: “Now I will make a wish for one of you. And you ask me with what tree, stone, animal, plant, etc. I associate it with him.”

After the children guess the mystery child, the leader changes or the leader guesses another child.

Purpose of the game: It is necessary to guess this word by associations to the hidden word Rules: There must be players even number. They sit in a circle, with each two opposing players becoming teammates. Now one of the players (at the first stage it doesn’t matter which one) thinks of a word and says it to the neighbor sitting on the left, and quietly, so that no one can hear. He passes this word on to his neighbor on the left, and so on, until half of the players know this word secretly from the other half. The first half will give guesses, and the second half will have to guess the words. Each team, therefore, has representatives of both one and the other half. Now the player who thought of the word must pronounce the first guess-association for his teammate in the form of only one word. He, in turn, gives his word on it - a guess-assumption, also in the form of one word. As a rule, the word is not guessed right the first time; the move is passed on to the next pair (on the move from the left). A similar dialogue is going on. When naming new associations, players who know the word initially can use the previously named associations of all players to help their teammates. When guessing the word, the winning team is awarded one point, and the game starts all over again, only the next person guesses the word, i.e. there is a shift in the “active” and “passive” halves by exactly one person. The team that scores wins large quantity points. Notes: Develops logic well. The optimal number of players is 6. It is very convenient to play in a train compartment over a bottle of beer.

The game is usually played in a circle during the evening fire, gathering of a squad, etc. the person to be discussed is selected. Participants must come up with who or what they associate this person with. For example, who (or what) will this person turn out to be if he suddenly becomes:

Tree Flower Furniture Animal Bird Painting Song River Plant Season

An option is possible when each participant in the game is described in the form of metaphors: “spiny hedgehog”, “perpetual motion machine”, etc. Notes6 The game can be somewhat complicated: choose a driver, ask him to leave the premises or detachment place for a while. At this time, all participants choose the person to be discussed. After this, they invite the driver. His task is to use questions to find out the players’ associations and name the one they are talking about. If the presenter has completed the task, then the one he guessed goes to “lead”

One driver is selected and leaves the room, during which time the remaining group selects one person. The driver returns and begins asking the group questions like, “What kind of weather is this person like?” or “What animal do you associate this person with?” The goal of the game is to guess the person. The driver has three attempts to do this. If he guesses right, the person chosen becomes the leader, and the former leader returns to the group.

Board game The association has many variations. In fact, any entertainment that requires you to remember similar words or pictures can be called associative. This set is useful both for adults, as a brain warm-up between everyday activities, and for children who are just learning about the world and learning to see cause-and-effect relationships.

This game is intended for children aged three years and older

To understand the meaning of the set and the benefits it brings in the process of entertainment, you need to understand what the term “Associations” itself means. This is the name for the connection between two identical or different objects, events, ideas, thoughts, feelings, real world phenomena and other knowledge.

For example, you may associate mushrooms with soup, forest, rain, salad and other things that have at least some connection with a mushroom.

Game description

The board game Trefl Association is designed for children from three years old and belongs to the category of educational sets. It can keep a child busy solving problems for a long time and will not soon get boring, because in one box there are nine versions of one game at once. With each contest, participants will develop reaction speed, intelligence and depth of thought. Entertainment also develops creativity, because to come up with an association you often need to push the boundaries of thinking.

One round of such a set takes on average from ten to twenty-five minutes, so you can play the game during a break between tasks. From one to four people can guess associations at the same time, so the set will help keep the child occupied even on a weekday, when parents need a few minutes for household chores. This way, your child can have fun and useful time while you vacuum the carpets or wash the dishes.

The game is produced by the Czech company Trefl SA, which has been providing families with fun entertainment since 1985. Initially, they only made puzzles, but over the years they began to produce new sets, most of which were created for families with children. Educational games are the specialty of this company.

The board game Association First Discoveries was developed with the participation of specialists who compose educational materials for children. Among them you can find sociologists, teachers in various subjects, speech therapists and other professionals who made this set as useful and interesting as possible.

Each of the seven mini-games that you will find in the Associations set is aimed at developing one or more useful skills for life: mathematical thinking, logic, expands vocabulary, teaches children communication skills, improves coordination, stimulates concentration (which children often lack) , stimulates the imagination and helps develop creative skills.

In the set you will find tasks to find triple associations, which is aimed at developing creativity among players. Similar training and subsequent tests are carried out to establish the level of divergence (the ability to think broadly and quickly).

Types of games

From the numerous explanations it is clear that this game is very useful :)

The educational Association game can be useful and interesting at the same time. By finding relationships between individual objects, players expand their horizons and sometimes surprise themselves. Association games are useful for developing creativity because they teach you to notice non-obvious details.

There are special tests to establish the level of creativity and all of them are directly or indirectly related to association. Cards are not always used for the game. Association toys can be purchased at the store or made yourself.

If you have just started to master this kind of associative games, you can familiarize yourself with some “homemade” options:

  • Verbal. The first player calls any word. The next player must name the association that first comes to mind. Thus, the game continues until it gets boring. For example, "Water - Ice - Iceberg - Titanic - Film, etc." If someone names an unfamiliar word, it is permissible to use an explanatory dictionary of the Russian language. If someone named a feeling, you can name the object that causes this emotion. The connection between the two named objects is not always obvious.
  • In a well-known company, you can play a special version of the Association game, which teaches you to think outside the box. For example, you ask your friend to say with what piece of furniture he associates another player, or with what science he identifies. To understand the depth of thought, after the name of the association you can tell the reason for such a chain.
  • For mobility You can combine the association game with tag. For example, a participant thinks of a word and hits another player by naming what he has in mind. Salennye catches his opponent and says his association, and so on. You can make a word map in advance. “I’m great at what I do” is an example of a theme for associations. Women's associations can be very different from men's.
  • Distant associations This is a test game for the bravest. Write down three words that are not related to each other, for example, House - Boat - Table. After this, you need to come up with one association that matches all three words. In the case of the above example, the word “Tree” ( wooden house, wooden boat, wooden table).

What is in the box

In the set you will find seventy-two double-sided puzzle cards

In the Association game set for children you will find seventy-two double-sided puzzle cards. One of the sides was created as a coloring book. In addition, the set includes a booklet describing the rules of the nine mini-games that the First Discoveries set provides.

Rules and course of the game

The game rules for each of the nine mini-games are different. All of these versions can be played in a group or alone. The use of an association noun is mandatory - it cannot be other parts of speech. Noun declension is acceptable.

Mosaic

All cards are laid out on the table or any other flat surface in open form. If there are multiple players involved, make sure everyone can reach the pictures. When all the cards are laid out, you should start looking for triple combinations one by one. For example, cheese = milk = cow.

Race

Place all the cards face up on the table. At the “start” command, all players begin to search for combinations at speed. The winner is the one who collects the most connected associations. Scoring begins when there are no cards left on the table or it is impossible to assemble a set from them.

My

This version of the mini-game requires the participation of a host. All cards are collected together and shuffled to form a single deck. The dealer places one card at a time on the table. When one of the players sees a triple association, he must shout “Mine!” The kit goes to the participant who shouted before the others. If you saw a set, but someone else reacted faster, you will have to wait for the next association to test your reaction. The winner will be the player who collects the largest stack of cards.

Stories

Each player is given five random cards in their hand, from which they must create a story. For example: “The teacher is tired of school board, so I bought sunglasses and a folding bed so I could sunbathe under the sun.”

Find the item

Participants lay out all the cards on the table face up. The goal of the players is to search for things that meet certain characteristics. What specific criterion the items should meet can be decided jointly. For example, in this horse you will look for everything that starts with the letter “K” or everything that is blue. Sometimes you can deviate from the templates and declare that the goal of the con is “what you can wear” or “edible things”.

Categories

All cards are placed open in the center of the table. Now you need to collect the kits by category. You can come up with what types to use yourself. For example, etl can be: home, work, sports, etc.

Syllables

All pictures are collected in one pile and mixed. Then the children take turns (the youngest player starts) take the top picture and pronounce what is depicted on it syllable by syllable. If the child is still poorly oriented in syllables, an adult can pronounce the word with him, simultaneously clapping his hands for each syllable (this helps to remember the rhythm of the word).

The announcement of the Catena competition reminded me of an old document that contains the rules of the game in the association, edited by Konstantin Knop. At one time I had the opportunity to play this game together with Kostya, with worthy opponents. Associations are one of the best mind games. It's a pity that there is no archive of what was played - many brilliant moves were found! I’ll at least lay out the rules so they don’t get completely lost.

Newsgroups: relcom.rec.puzzles.aux From: "KK"<...> Subject: Association game: rules and tactics Date: Sun, 31 Aug 97 11:52:12 +0400 Hello! It's time (wow, what a twist!) to talk about the association game. To be honest, I’ve been meaning to do this for a long time, but somehow I didn’t have enough time to outline the rules in detail. But then, almost by accident, I came across a document compiled by Kharkov resident Boris Shumyatsky - a reference system for this game. I publish this document here in a slightly modified and structured form. ================= ASSOCIATION Association is an intellectual word game for two teams of two people. Therefore, you should first find three more good and smart people and invite them to play association. If they don’t know how, then read a brief description of the rules. nominative case and whenever possible in the singular. But the first one, after thinking, said “self-assembly” - and his partner guessed right away. 2.5. Literary associations If the partners play well, then you can guess the hidden word using common literary associations. For example, the chain “schismatic” + “tremor” can lead a partner to the word “creature” (if he is familiar with the work of Dostoevsky). It is clear that a line using literary associations must contain a link to the source (in our example, the tip “schismatic”). beautiful methods . Having heard the indicated chain, the guesser must take a one-move from the tip that comes after “I miss” (the uniqueness of this one-move is on the conscience of the guesser), and then from the result - another one-move. It is at the second step that the leader’s expectations are most often not met. Usually a sign of using other people's tips is their repetition. This is quite legal and common, one might even say that it is the presence of such an opportunity that makes association a sports game. To guide your partner to the hidden word means to come up with a line and implement it. One-Move: 1. A word that can be cast in one move.



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