GAMES FOR GOOD COMPANY · Original print & play
R✦RRound & Revel

Round & Revel / Spatial communication

Borrowed Blueprint

You can see the plan. Your partner can touch the pieces. Neither has the whole job.

4–12 players in two teamsEstimated 20–30 minutes

Original printable party game. Rules and examples checked; estimated timing has not had a live group playtest.

What you need

  • Two copies of the 4-by-4 grid and two sets of six paper pieces labelled A, B, C, D, E and F
  • 12 blueprint cards; keep their layouts hidden from builders
  • A 90-second timer, paper for scores and a book or folder as a screen

How to play

The idea

Two teams rebuild the same hidden arrangement at the same time. A director describes where six labelled pieces belong, but cannot say a grid coordinate. A builder listens, asks questions and places the pieces. Correct locations earn points; artistic skill does not enter into it.

Make the kits

Draw or print two identical 4-by-4 grids. Both have columns A–D left to right and rows 1–4 top to bottom; put a large TOP above each grid. Cut six small paper pieces for each team and label them A–F in bold. The piece names and column letters are deliberately separate: “piece A” is a piece, while “column A” is a forbidden coordinate. Colour and shapes are optional decoration, never clues you must recognise. Pieces begin beside the grid.

Set up

Split into two teams whose sizes differ by no more than one. Each chooses a first director and a different first builder. The other teammates are listeners who may ask questions but may not touch pieces. Seat each director where they can see the plan and their own builder’s grid; block the builder and listeners from seeing the card. Both teams’ grids must have TOP pointing away from their own builders. Left and right always mean the builder’s view, even if a director faces them. Use any six of the 12 cards, shuffled.

A building round

One director reveals the next card to both directors only. Give them 20 seconds to read it, then start a shared 90-second timer. Directors may speak, but may not point, draw, mime positions, touch the grid or say coordinates, row numbers or column letters. They may say piece names and ordinary spatial phrases such as “put F in the bottom-left corner” or “C is directly above F with one empty square between.” Builders may move pieces as often as they wish. Listeners can help interpret spoken directions, but cannot see the card or touch the kit.

Questions and forbidden clues

Questions are allowed throughout, including “my left or your left?” and “is that an adjacent square?” A director may repeat or correct instructions. Do not encode locations with agreed numbers, tapping, spelling or a substitute coordinate system. If a forbidden coordinate or gesture slips out, say “reset that clue” and keep playing; the piece most recently mentioned becomes ineligible to score that round. Mark its letter on the score sheet. Further slips involving it do not add penalties. If no piece had yet been named, the director chooses one unscored letter immediately.

Score the layout

When time ends, hands off. Reveal the card and award one point for each piece in its exact listed cell, except ineligible pieces. A piece must sit wholly inside one cell; a piece on a border, outside the grid or sharing a cell scores zero. An empty cell is worth nothing. Only letter identity and cell matter, not the piece’s angle. Each team can earn 0–6 points per round. A disputed border can be checked against the grid line; do not move the piece to repair it.

Rotate and finish

Clear both grids after scoring. Within each team, use a fixed seating order: the next person becomes director, and the person after them becomes builder. Repeat for six rounds. With two people, swap jobs every round; with up to six, everyone directs at least once. Total the six scores; the higher score wins and equal totals are a shared win. Rotate the starting directors next session if teams have unequal sizes. Planning times are estimates, not live-playtest results.

Example round

On The Window Seat card, A belongs at A1 and C belongs at B2. A legal instruction is “A goes in the top-left corner; C goes one square diagonally down and right from A.” Saying “C goes in B2” is not legal and makes C ineligible that round. If a team places five pieces correctly but C is ineligible, it scores four points.

Access and quieter play

Use large letters and large grids, or let a player instruct a helper to move pieces. Agree on a longer timer before starting. For hearing access, directors may type ordinary spatial sentences to their own team; the same coordinate restriction applies. For a cooperative version, use one kit and one rotating director-builder pair, with all others as listeners. Complete six cards and aim to improve your own total out of 36; do not compare it directly with the competitive version.

What to print

Print one copy of the blueprint deck, two blank grids and two A–F piece sets. Directors may share the same card or copy it; only builders and listeners need the screen. The card itself is the answer key, so no host must sit out. Keep unused cards face down for replay.

Grid and pieces

Print or copy this grid twice. Label two sets of six paper pieces A–F; pieces should fit comfortably inside a cell.

TOPA1B2C3D4Pieces: A · B · C · D · E · F

Printable play cards

Print single-sided and cut on the borders. Read the setup before sorting the cards; some games use separate card types or fewer copies for smaller groups.

BB-01

The Window Seat

Piece A: A1; Piece B: C1; Piece C: B2; Piece D: D3; Piece E: A4; Piece F: C4. TOP is above row 1. Directors only until scoring.

BB-02

Rainy Platform

Piece A: B1; Piece B: D1; Piece C: A2; Piece D: C2; Piece E: B3; Piece F: D4. TOP is above row 1. Directors only until scoring.

BB-03

The Long Shelf

Piece A: D1; Piece B: A2; Piece C: C2; Piece D: B3; Piece E: D3; Piece F: A4. TOP is above row 1. Directors only until scoring.

BB-04

Little Observatory

Piece A: C1; Piece B: B2; Piece C: D2; Piece D: A3; Piece E: C3; Piece F: B4. TOP is above row 1. Directors only until scoring.

BB-05

The Folded Garden

Piece A: A1; Piece B: D2; Piece C: B3; Piece D: C4; Piece E: B1; Piece F: A4. TOP is above row 1. Directors only until scoring.

BB-06

Sunday Station

Piece A: D4; Piece B: B2; Piece C: C1; Piece D: A3; Piece E: D1; Piece F: C3. TOP is above row 1. Directors only until scoring.

BB-07

Lantern Landing

Piece A: B4; Piece B: A1; Piece C: D3; Piece D: C2; Piece E: A3; Piece F: D1. TOP is above row 1. Directors only until scoring.

BB-08

A Quiet Corner

Piece A: C3; Piece B: B1; Piece C: A4; Piece D: D2; Piece E: C1; Piece F: B3. TOP is above row 1. Directors only until scoring.

BB-09

The Blue Cabinet

Piece A: A2; Piece B: C4; Piece C: D1; Piece D: B2; Piece E: D4; Piece F: A1. TOP is above row 1. Directors only until scoring.

BB-10

A Small Courtyard

Piece A: D2; Piece B: B4; Piece C: C3; Piece D: A1; Piece E: B2; Piece F: D4. TOP is above row 1. Directors only until scoring.

BB-11

The Night Ferry

Piece A: B3; Piece B: D4; Piece C: A1; Piece D: C2; Piece E: D1; Piece F: A3. TOP is above row 1. Directors only until scoring.

BB-12

The Open Window

Piece A: C4; Piece B: A3; Piece C: B1; Piece D: D2; Piece E: C2; Piece F: B4. TOP is above row 1. Directors only until scoring.

Round & Revel. Edition 1 / October 2026. No purchases, accounts or specialist equipment beyond the listed materials are required.