How to Play Sessiz Kelime? Rules and Scoring
Sessiz Kelime is a team game at the intersection of charades and Tabu: a word appears on screen, the explainer can't speak, teammates try to guess. The rules are short; keeping tempo high is entirely about settings.
Setup: two teams, one phone
Players divide into two teams. The phone is in the explainer's hand; only they see the screen. When time starts, the word is revealed and explanation begins.
- Keep teams equal in size; if there's one extra, that player switches teams each round.
- The explainer changes each round; don't have the same person explain twice in a row.
- Pick categories based on the group: mixed category is the most balanced start.
Explanation rules
- No talking — making sounds or saying part of the word is forbidden.
- No showing letters or syllables.
- Showing actual objects is allowed, but writing the word itself is forbidden.
- Teammates can guess as many times as they want.
Scoring: correct, wrong, pass
The scoring system has three outcomes and the explainer marks them with a swipe gesture.
- Correct (+1) — The team guessed the word.
- Wrong (−1) — A rule was broken or the explainer gave up.
- Pass (0) — The word was skipped; pass rights are limited.
What do time and pass settings change?
When round time drops below 60 seconds, the game speeds up but fewer guesses per word. Above 90 seconds, teams relax and tempo drops. For most groups, 60–75 seconds is the best balance.
Pass rights are a difficulty setting: unlimited passes make the game easier, while two passes force the explainer to face difficult words.
Tips for large groups
- For groups over 8, create three teams; waiting time shrinks.
- Limit the number of categories; too broad a pool makes explaining harder.
- Set the number of rounds beforehand; don't extend with "one more round."
Frequently Asked Questions
How many people play Sessiz Kelime?
At least 4 people (two teams, two players each) are needed. The most fun range is 3–5 players per team.
Can the explainer make sounds while explaining?
No. In classic rules, the explainer makes no sound at all. If your group prefers, you can play a softened variant where "sounds are allowed, words are forbidden."
How many passes should there be?
2 passes per round is balanced for most groups. Unlimited passes make the game easier, zero passes can jam up rounds with difficult words.
Sessiz Kelime
Two teams, a word explanation race without speaking. 20+ categories.