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Another rule is that if one player doesn’t think that the last letter played by the other player creates When you challenge, the other player has to be able to say a real word they’re working towards.

Twenty questions was a 19th-century, spoken parlor game well before the radio and television show hit American airwaves in the late ’40s.

It’s a classic game of deductive reasoning and quick-hit creativity, requiring no more than two people and as little or as much time as the players set.

More often we’re in a two-person situation—a couple, two roommates, two people traveling together, etc.—and when it comes to two-person games, there’s a shortage of well-known great options.

There are the classics, like Chess, Checkers, Scrabble,1 and Backgammon, but those rely on having certain equipment and a similar level of experience to be fun.

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N, T, or L all complete a word, and if she’s a weirdo who knows the world to study the dictionary too hard to find other llama-like traps, because it’s the one good way to ruin this excellent game.

I’ve gotten a lot of mileage out of Ghost, but I want more, and so does Dan J.

The key is that you have to be working a word, or you lose.

One key rule is that, at least the way I play, two and three-letter words don’t count, so the first three moves are “safe” and only on the fourth move can someone lose by completing a word.

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