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Official "That Sound Game" Rules
That Sound Game is a fast paced, interactive and very noisy party game. Here's how to play:
Objective
The objective is to have your team guess as many answers from the category cards as possible within a minute. You can use a mix of sounds and gestures to help them, but keep your hands behind your back.
Setup
1. Sort the cards into the 5 categories and place them face down.
2. Form up to 4 teams, with at least 2 players per team. The more players on a team, the more fun the game becomes.
3. Provide each team with 4 Lifeline cards:
- 2 x Uncuff Me
- 2 x Steal
4. Distribute one Lowdown card to each team.
5. To determine the starting team, the last person to receive a noise complaint becomes the first Sound Master. If no one has had a complaint, choose the person most likely to get one.
6. The game is now ready to begin.
Gameplay
1. The Sound Master rolls the dice to determine the category for the round:
- **Action**: The process of doing something
- **Incident**: An event or occurrence
- **Object**: A tangible thing that can be seen and touched
- **Nature**: Natural occurrences, including plants, animals, and landscapes
- **The P’s**: People, places, and personas (characters)
- **All-in**: All teams play simultaneously
2. Draw a card from the relevant category pile, review the answer, and place it face down.
3. Start the 1-minute timer and prompt your team to guess the card’s answer using only sounds and movements.
4. The Sound Master must keep their hands clasped behind their back as soon as the timer begins. Standing up may make it easier to act out the clues.
5. Only onomatopoeia (words that mimic sounds) such as "oink," "bang," or "squeak" are permitted. No other words are allowed, as this is a sound-based game.
6. The Sound Master cannot use onomatopoeia that is part of the word or scene they are describing. For instance, if the answer is "Squeaky wheel," the Sound Master cannot say "squeak."
7. The Sound Master can interact with objects or people but cannot point to something that directly represents the word or scene on the card. For example, if the answer is "toaster," they cannot gesture towards an actual toaster.
8. The Sound Master can only remove their hands from behind their back when flipping to the next category card or when using an "Uncuff Me" card (details on Lifelines are provided later).
9. If the team correctly guesses the answer, draw a new card from the category pile.
10. The Sound Master may choose to pass on a category card at any time.
11. Play continues until the timer runs out, then moves to the next team in a clockwise direction.
12. All team members must take turns being the Sound Master.
13. During play, cards can be tossed on the table, and scores should be tallied at the end of each round. Avoid wasting time on scoring during the round, as this is a fast-paced game.
Scoring
At the end of the round, tally the points for the cards your team guessed correctly. Each card has a point value of 1, 2, or 3 based on its difficulty, indicated on both the front and back of the card:
- **1 point**: Typically requires one or two simple sounds.
- **2 points**: Generally involves one to three sounds.
- **3 points**: Requires multiple sounds to describe a complex word or scene.
If there were any mistakes, the opposing team(s) earn 1 point each in the following cases:
- For each card that was passed (except during an All-in round).
- If the Sound Master unclasped their hands from behind their back.
- If the Sound Master pointed directly to something that represents the word or scene on the card.
- If any word other than onomatopoeia was used.
- If onomatopoeia that is part of the word or scene was used.
- If no sound was made and only movement was used (since this is a sound-based game).
If the timer runs out while the Sound Master is still giving clues, that card is considered void and does not contribute to the score.
Notes/Variations
If the Sound Master rolls the "All-in," all teams participate in that round:
1. The Sound Master selects the category of their choice.
2. Flip the timer to start the round.
3. All teams are allowed to guess the answers.
4. Lifelines cannot be used during an All-in round.
5. The first team to guess correctly earns the points.
6. Teams continue to guess until the timer expires.
7. If multiple teams guess correctly at the same time, each team receives the points for that card.
8. There is no 1-point penalty for passing during an All-in round.
9. After the round ends, play moves to the next team in line.
Lifelines
Each team starts with 4 Lifelines:
- 2 x Uncuff Me
- 2 x Steal
Lifelines can only be used once the timer starts.
- Uncuff Me: Allows the Sound Master to use their hands for the entire round.
- To use this card, ask your team if they agree by shouting “Uncuff Me.”
- If your team agrees, you can use your hands freely.
- This card can only be used once.
- Steal: Allows you to guess the answer during another team's turn if you think you know the answer.
- You must shout “Steal” and make your guess immediately.
- You get only one guess attempt.
- If you are correct:
- You earn the points on the card.
- You keep the Steal card for future use (in the same round or another).
- If you are incorrect:
- The card is discarded and cannot be used again.
- The round continues until the timer runs out.
Winning and Variations
- The first team to reach 30, 50, or any predetermined point total wins the game.
- If multiple teams reach the final score simultaneously, a tie-breaker round occurs. The next Sound Master plays an All-in round, and the first team to guess correctly wins.
Variations:
- Party Play: For added fun, select a card at random and have the Sound Master perform it for the entire group.
- Challenge Mode: Play a version where onomatopoeia is not allowed.
- Advanced Play: Remove all Lifeline cards for a more challenging experience.
Those are the basic rules and concept of "That Sound Game". A fun, wacky party game that lovers of Charades, and Pictionary will enjoy!