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Puzzle Master
Things From Another World
The Game of Wisdom
The Game of Wisdom
by Sophia Publications (1987)
Player Count
2 to 6
  • Word Game
  • Negotiation
  • Puzzle
  • Party Game
  • Math
  • Designers
  • George Ghanotakis, PhD
  • Mechanisms
  • Voting
  • Storytelling
  • Role Playing
  • Rating: 6/10 from 1 users


    The basis of the game is to convince a JUDGE and collect LAURELS. You roll the die, move one of your tokens and draw a card corresponding to the color you landed on. The JUDGE gives 15 seconds (timer not included) for anyone else who would like THE RIGHT TO SPEAK to indicate they would like to answer. After the time has elapsed the JUDGE rereads the question back to the original player, the payer has 30 seconds to answer and reason (Yes/No is not sufficient). There is CRITERIA to determine if the answer is acceptable. The JUDGE, regardless of if the answer is to their taste, awards a LAUREL to any answer that meets criteria. A player may CHALLENGE a ruling and risk losing two LAURELS. Anyone else who has asked for THE RIGHT TO SPEAK may provide their answer. If they REPEAT what the first answer was, they lose a LAUREL. If they also provide a satisfactory answer, they receive a LAUREL. After a player has answered one of each coloured card and has 12 LAURELS they may predict even or odd on their turn and finish PHASE 1

    For PHASE 2

    As the player CLIMBS THE LADDER OF WISDOM in phase two, they must always contribute an answer on another players turn by using the RIGHT TO SPEAK TOKEN. As well, on their turn they must Guess EVEN/ODD before rolling. Being unable to answer or failing to contribute costs five LAURELS or go down a rung. Once at the top there is a final guess of EVEN / ODD to be declared THE GREAT THINKER.

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