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Desi Chaat Pack

Urdu Pack

Desi Chaat · Describe. Guess. Translate.

Two teams · 60 seconds + 10 seconds

Urdu Pack original card example 1
Two playable ends · choose one

The Play Guide

Find what you need

The quick version

01 /

Make two teams

At least two players per team. Choose an opposing clue-checker and a phone-timer operator.

02 /

Describe for 60 seconds

Help your team guess the main word without saying the four words underneath.

03 /

Keep score

Correct +1. Skip −1. Rule break −1; the opposing checker calls it verbally.

04 /

Translate for 10 seconds

Use the last correctly guessed card. Each accepted translation earns +1.

Who does what?

See a turn

Clue-giverReads the card
Your teamGuesses
OpponentChecks the clues
Timer operatorUses a phone

Use a phone timer and verbal checks. No physical bell or sand timer is needed. The printed symbol—not the kind of word—decides whether acting or singing is allowed.

Most points after equal turns wins.

What you need

  • This pack's prompt cards.
  • Two teams for competitive play, with at least two people on each team.
  • A phone with a 60-second timer.
  • Paper and a pen, or another way to keep score.

What the cards mean

For the prompt you are playing, the main word or title is what your team must guess. The four words below it are the don't-say words. They are restrictions for the clue-giver, not suggested clues to read aloud.

Use the actual printed symbol to decide whether acting or singing is allowed. Do not infer permission just because you recognize a title or dialogue.

Main word or titleFour don’t-say wordsSymbol recorded in deck
DAWATFEAST · FOOD · EAT · DISH—
TAQDEERFATE · DESTINY · LIFE · WRITTEN—
ALI ZAFARACTOR · SINGER · MERE BROTHER KI DULHAN · HUEY TUM AJNABI—

Set up

  1. Split into two teams. Sit so a player from the opposing team can check the clue-giver's card without showing it to the guessers.
  2. Each team chooses a Language Guru to help settle translation questions.
  3. Agree which side or colour of the deck everyone will play first. Colour selects the side; it does not set a difficulty level.
  4. The starting team chooses a clue-giver, who takes about 15 cards face down.
  5. The opposing team chooses a checker to watch the card and listen for rule breaks. Someone from that team operates the phone timer; the checker can do both jobs if needed.
  6. Agree how many turns each team will take. Both teams must get the same number of turns.

The 60-second turn

  1. Start the 60-second phone timer as the clue-giver reveals the first prompt.
  2. Describe the main word or title without saying it or the four don't-say words.
  3. Only the clue-giver's team guesses. The opposing team listens for rule breaks instead of giving answers.
  4. A correct guess earns +1 point. Move straight to the next prompt.
  5. The clue-giver may skip a prompt for −1 point. Put it face down in the discard pile and continue.
  6. If a rule is broken, the checker calls it out verbally. Lose 1 point, discard that prompt face down, and continue. No bell is used.
  7. Keep going until the phone timer ends. If the clue-giver runs out of cards, take more and continue within the same turn.

Clue-giving restrictions

The clue-giver cannot:

  • Say any part of the main word or title.
  • Say any of the four don't-say words.
  • Directly translate any word on the card as a clue. Translation has its own round.
  • Use an abbreviation or its full form to get around a restriction.
  • Act or gesture unless the printed symbol permits it.

If a guessing teammate says a don't-say word, the clue-giver may then use that one word. It earns no point and costs no point. The main word and other restrictions remain in place.

Symbols and permissions

Apply these only when the corresponding symbol appears on the printed prompt:

SymbolWhat it allows
Movie / Movie Time!Act and gesture to help the team guess the title.
Song / Sing the Song!Sing and dance as clues, but do not say words printed on the card.
Dialogue / Be Filmy!Act and gesture to help the team guess the dialogue or saying.

No symbol, no acting. The usual word restrictions still apply when a symbol allows a performance clue. A symbol category listed here is not a claim that every pack contains all three symbols; follow this pack's actual cards.

The translation round

  1. When the 60-second timer ends, use the last prompt your team guessed correctly.
  2. The checker counts down from 10 out loud.
  3. During that count, the clue-giver translates the main word or any of the four don't-say words into another language, following Desi Chaat's translation rules. Regional languages and slang are allowed.
  4. Earn +1 point for each correct translation.

The Language Gurus must agree on disputed translations; they can check a reference if needed. If they cannot agree, use another card. If the team guessed no prompts correctly, there is no translation round that turn.

For this pack, use words from its actual cards. Do not invent translations of proper names, song titles, or movie titles; the other words on the card can also be translated.

Scoring

What happenedPoints
Team guesses the main word or title+1
Clue-giver skips−1
Checker identifies a rule break−1
Correct translation+1 each

Record the turn's total. The other team then chooses a clue-giver, and the team that just played supplies the checker and timer operator. Rotate clue-givers so teammates get turns.

Winning

Play the agreed number of turns, giving both teams an equal number. The team with the most points wins.

For a tie, each team chooses a player for one final turn under the same rules.

Casual two-person play

One person gives clues and the other guesses. Follow the word restrictions, swap roles, and do not keep a competitive score. There is no independent checker in this casual variation.

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