Two teams. One clue giver. And a fresh ridiculous restriction every single turn — one word at a time, rhyme only, a banned letter. Break your rule, and the other team buzzes in to steal your point.
Every card carries a word for all four categories — the colored die decides which one you play.
CHARACTERS
OBJECTS
ACTIONS
ENVIRONMENT
CHOOSE ANY CATEGORY
TURN SKIPPED — OUCH
Ninety seconds a card. Three cards a round. Chaos guaranteed.
Split into two teams of at least two players. One player from each team rolls the die — highest roll takes the first turn.
The clue giver rolls the six-sided die to get the rule for the turn. Roll a 4 or a 5? You also roll the letter die.
Roll the colored die, draw a card, and play the word for that category. Each player gets 3 card draws per round.
Your team has 1 minute 30 seconds to guess the word. Every correct guess is worth 1 point.
Slip up and break your rule, and the other team can hit the buzzer and steal the point — but a wrong steal guess costs them a point.
Some cards are marked DIFFICULT, with a harder word for every category. Guess one in under 20 seconds and it pays double — 2 points.
The die picks your punishment. Every rule applies to everything the clue giver says, all turn long.
The clue giver may only say one-word clues, one at a time — and guessers may only give one guess at a time.
Every word the clue giver says must be 5 letters or fewer. Sounds simple. It is not.
One clue word for the whole turn — then silence. Gestures are allowed. Choose that word like your game depends on it.
Every word must begin with the rolled letter. Truly stuck? You may re-roll the letter die every 30 seconds.
You may not say any word that contains the rolled letter. Hope it isn't "E".
Everything the clue giver says must rhyme. Everything. All turn.
Stealing is the heart of the mayhem. The second the clue giver breaks their rule, the other team can buzz in and guess. Right — the point is theirs. Wrong — it costs them a point. Buzzer discipline wins games.
Forty cards in the deck are marked DIFFICULT, carrying a harder word for every category. Beat one in under 20 seconds and your team banks 2 points instead of 1.
Everything two teams need for maximum mayhem.
Cards — 800 words
Difficult cards included
Custom dice — rule, letter & category
Timer, plus a buzzer for steals
Rule Mayhem is in development now. Small-batch production starts February 2027 — join the launch list to be first in line when pre-orders open.
The complete game for 2 teams of 2 or more players. Ages: parties, family game nights, and anyone who enjoys watching their friends try to rhyme under pressure.
One email when pre-orders open, plus first dibs on the small-batch run. No spam — just mayhem.
Prefer to write us directly? [email protected]
Where Rule Mayhem is headed.
The full 200-card deck is locked. We're finalizing art, components, and the box with playtest feedback.
First production run with our manufacturing partners — and pre-orders open to the launch list.
Rule Mayhem heads to store shelves, with the launch list getting first access online.