Cross Clues

Designed by: Grégory Grard

Cross Clues is a game of simple rules and word puzzling, as the players work together to try and fill up a grid with the correct cards.

To set up the numbers 1-5 and letters A-E are laid out as the vertices of an imaginary grid: numbers down the side, and letters along the top. Then some word cards are placed out beside both letters and numbers, and players are dealt a grid reference card (for example, D4) before a timer is flipped and play begins. The grid reference relates to the point where the word by a letter (D) and the word by a number (4) meet on the grid, and your task is to think of a single word that links these words: for example, if the words were snow and leather, you might say ‘shoes’. But obviously many of the words don’t have a nice easy clue like that! As soon as you’ve thought of a clue, you tell the other players what it is, and they can discuss with each other (-you must remain poker-faced!) and make a guess as to which part of the grid you’re trying to clue. If they’re correct, you get to add your grid reference card into the grid in its’ spot. If they’re wrong, you keep it. Either way, grab another card from the pile and try and think of your next clue – players only have ten minutes to try and get as many cards in the grid as they can!

As the grid (hopefully) fills up, the later clues are often a little easier to guess. The game ends either when the timer runs out for the second time, or you have exhausted all the cards. The number of cards successfully placed in the grid defines your score, which the rulebook will pithily congratulate you (or disdain you) for!

Sam says

Codenames is the mother and father of a rash of recent word games - but as rashes go, a far from bothersome one. I still think Codenames is great, but recent titles like this one (see also So Clover and others) forego the older game's thinky pauses in favour of faster-moving gameplay. This is probably one of the simplest offerings, but far from the worse for it: the timer is such a simple addition but stops the game getting bogged down and draggy, and if you have what feels like an impossible card to clue, just say something that links to one of your words - you never know, and even if it's wrong you'll get to pick another card instead. A word game that manages to evade the pregnant pauses and soporific silences? It's big silly tick from me.

The guru's verdict

  • Take That!

    Take That!

    None - the players work co-operatively

  • Fidget Factor!

    Fidget Factor!

    None - everyone is active throughout; thinking, discussing, debating and guessing

  • Brain Burn!

    Brain Burn!

    The rules barely exist, but the challenge of linking disparate words can sometimes be tricky: aubergine and cat? Fear and sock?

  • Again Again!

    Again Again!

    There's a big deck of words in the box, but even small variations from game to game ensure it doesn't play itself. The experience doesn't change much, but it's fast and fun

Players 2-6 Players
Years 8+ Years
Mins 5-15 Mins
Complexity
Learning time
5 minutes
First play time
15 minutes