Honor System

Party Lines

Parker Brothers 1985

Think you know your friends? Well, think again because you may be in for a surprise or two when you play PARTY LINES game. We call it a provocative and revealing bluffing game for a very good reason. It prompts players to reveal personal characteristics that often are unpredictable. As a result, even good friends become more familiar, while the game is bound to break the ice with that new acquaintance you’d like to get to know.

The premise is simple. Players secretly write crazy responses to a phrase that’s read aloud. Then, without revealing the authors, the responses are read. How well did you say you know your friends? You’ll find out as you try to match each player’s name to one of the responses. Just remember that anyone can bluff and bluffing can disguise and surprise!

So loosen up, leave your inhibitions behind, wear whichever mask of deception you would like and change it as often as you wish. And have a great time discovering how well you know your friends and how well they know you!

OBJECT

To receive the highest score by correctly matching unpredictable responses with the players who gave them.

EQUIPMENT

100 phrase cards
  • 7 playing folders
  • 1 scorekeeping board
  • a bag of 7 pencils and a pencil sharpener
  • 8 wipes

    SET UP

    1. Each player takes one playing folder, one pencil, and one wipe. If you’re playing in teams, partners must sit together so that they can confer in secret.

    2. Choose a player who will also keep score. The scorekeeper takes the scoring folder and lists all the players by name. Example:

    Party Lines Example 1

    3. Shuffle the cards and place them face-down in a convenient spot.

    4. Choose a player to begin the round. Play will proceed from the first player’s left.

    PLAYING

    PLEASE READ THE FOLLOWING RULES CAREFULLY.

    1. Read a phrase. The first player draws the top card and looks over the three or four phrases printed on it. The player then chooses one of the phrases, reads it aloud to the group, and places the card face-up beside the draw pile for easy reference.

    2. Write a response. Everyone takes a moment to think of a punch line that completes the phrase. Be as imaginative as you can; producing laughs is half the object!

    When you have a response, write it down in the blocks provided at the top of the folder. Remember:

  • don’t let your opponents see your response;
  • if you’re working in teams, don’t let them hear your response;
  • write in block lettering - distinctive handwriting will give you away.

    Example:
    Phrase: I have nothing to fear but...
    Response: My grocery bills


    Party Lines Example 2

    3. Redistribute the folders. When everyone finishes writing, players must close their folders, and pass them to the player who read the phrase. This player shuffles the folders and randomly passes back one to each player (or team). If you get back your own folder, bluff! (No one should know that it’s yours.)

    4. Record responses. Starting with the player who read the phrase, players in turn read aloud from the folders they hold. As each response is read, players record it in the appropriately numbered space.

    Example:
    1st player (aloud): "I have nothing to fear but my grocery bills."

    EVERYONE WRITES "MY GROCERY BILLS" TO THE RIGHT OF NUMBER 1.

    2nd player (aloud): "I have nothing to fear but the mirror in the morning."
    EVERYONE WRITES "THE MIRROR IN THE MORNING" TO THE RIGHT OF NUMBER 2.

    3rd player (aloud): "I have nothing to fear but my 30th birthday."
    EVERYONE WRITES "MY 30TH BIRTHDAY" TO THE RIGHT OF NUMBER 3.

    4th player (aloud:) "I have nothing to fear but you should be scared to death."
    EVERYONE WRITES "YOU SHOULD BE SCARED TO DEATH" TO THE RIGHT OF NUMBER 4.

    Continue in this manner until all responses are recorded. Players should abbreviate where necessary. At this point, each player s folder should look something like this:

    Party Lines Example 3

    5. Guess. Players take two or three minutes to write down beside each phrase the name of the player whom they think gave that response. Do this in secret. PLAYERS MAY NOT WRITE DOWN ANY NAME MORE THAN ONCE. PLAYERS MAY WRITE DOWN THEIR OWN NAME IN THE CORRECT SPACE OR LEAVE THE SPACE BLANK.

    Example:

    Party Lines Example 4

    6. Reveal the guesses. The player who read the card begins by repeating the phrase and reading the first response.

    Example:
    1st player (aloud): "I have nothing to fear but my grocery bills."

    PLAYERS NOW OPENLY POINT TO THE PERSON WHOM THEY THINK GAVE THIS RESPONSE. AFTER ALL ACCUSATIONS ARE MADE, THE PERSON WHO ACTUALLY GAVE IT MUST CONFESS TO IT.

    7. Score points. Each player who makes a correct guess, places a "5" in the scoring column to the right of the person’s name. If the person who gave the response stumped everybody, this player places a "5' in the scoring column. Otherwise, a player does not score for guessing him or herself. Incorrect guesses earn "0" points for the player.

    8. Continue the round. The second player reads response number 2, and players point to the person whom they think gave it. Play continues in this manner until all of the responses have been read, their authors identified, and points awarded. This constitutes a round.

    9. End the round. At the end of a round, the scorekeeper records the total number of points earned by each player.

    10. Begin a new round. Players erase the writing on their folders and begin a new round with the person to the first player’s left.


    RECAPPING A ROUND

    The steps that constitute a round are as follows:

    a. The first player draws a card and reads a phrase.
    b. Everyone writes down a response.
    c. Folders are passed in, shuffled, and passed back.
    d. Each response is read and written down.
    e. Everyone writes their guesses in secret.
    f. Responses are read, authors revealed, points awarded.
    g. Scorekeeper records total points.


    WINNING

    Whoever has the highest total point value at the end of four rounds wins the game. In case of a tie, everybody plays another round.

    STRATEGY

  • After playing a round, you can see how critical bluffing can be. You may get a better score if you sound either totally out of character or very much like one of your opponents - anything that might stump your friends.
  • Imaginative responses probably won’t be duplicated, so open up those creative channels!

    PLEASE READ THESE IMPORTANT NOTES ABOUT THE COMPONENTS.

    Handling the Folders To prolong the life of each folder, do NOT bend the cover all the way back. Cleaning the Folders
  • When you finish playing, it’s a good idea to wash off each folder with a damp cloth. Do not use soap.
  • The wipes provided in the game are hand-washable for long-term use. Do not machine wash. The wipes may be replaced with napkins, paper towels, or other paper or cloth materials.
  • Be sure to wipe off any pencil marks from the covers of the folders since it is imperative that no one know which folder belongs to which player. The Pencils
  • A special sharpener has been provided for use with this game. Because of the softness of the pencil core, do not use a standard pencil sharpener.
  • To replace your pencils, it is strongly recommended that you use only China markers. These are readily available at most stationery stores. Do not use ink, lead, crayon, or other markers that are non-erasable on a vinyl surface.
  • Orange color markers are also strongly recommended over those of a darker color since orange is cleaner on the hands and erases more thoroughly.

    Parker Brothers
    50 Dunham Road, Beverly, MA 01915