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

Round & Revel / memory

Room for Recall

Six little details. One covered card. How much stayed with you?

4–12 players; individual competition or one cooperative groupEstimated 20–60 minutes; larger groups take longer. Not playtested.

Planning estimate only. This edition has not had a live group playtest.

What you need

24 printed scene cards, cut apart; Paper and a pen for each player; One spare sheet to cover the current card

How to play

Print and prepare

Print one deck and cut the cards apart. Keep unplayed cards face down. Each card contains a complete scene and its answer key, so do not distribute the deck for browsing. Enlarge cards if helpful; a reader also reads every scene aloud.

The aim

Remember six object–detail–place combinations from a tiny imaginary scene. After the card is covered, write up to six combinations. Each correctly recalled combination is worth 1 point. No factual knowledge, drawing skill, or acting is needed.

Choose a mode and set up

Choose individual competition or cooperation before starting. Shuffle the deck without reading it. Sit in a fixed circle and choose a starting reader at random. Play one round per player, passing the reader role clockwise each round, so everyone reads exactly once. In a 4-player game there are four rounds; in a 12-player game there are twelve.

A reader who does not score

The reader draws one card and is the non-playing host for that round. They do not answer, offer hints, contribute to the cooperative sheet, or earn points. They may inspect the card to pronounce it clearly. Each player sits out exactly once, so all competitive players have the same number of scoring rounds. Do not appoint a permanent reader unless that person is happy to host outside the player count.

Observe the scene

The reader places the card where everyone can see, or holds it up for a shared view, and reads all six lines slowly, in order, twice. Use the same unhurried pace for everyone; this is not a speed-reading contest. All players may listen, look, or both. Resolve hearing, vocabulary, or visibility problems while the card is still open, repeating a line for everyone if needed. Nobody writes or photographs the scene during this stage.

Cover, then recall

After the second reading and any access clarifications, cover the entire card. In competitive mode, everyone except the reader silently writes up to six entries on their own paper, out of other players’ view. Each entry must name an object, its described detail, and its place. Order does not matter. Do not consult notes from previous rounds. When everybody says they are finished, all answers are locked; then uncover the card. There is no timer.

Score complete combinations

Earn 1 point only when all three parts of an entry match one line on the card: object, detail, and place. Clear equivalents count: “spotted” for “polka-dot,” “steps” for “stairs,” or “on the chair” for “on a chair.” Partial combinations earn 0. Each source line can score only once. An entry must give one answer for each part, not several alternatives. Blank entries earn 0; only the first six written entries are checked. Spelling, grammar, and artistic quality do not matter.

Check fairly

The reader checks all sheets against the uncovered card and announces each score from 0 to 6. Anyone may ask for a check. A detail belongs to its stated object and place: remembering three correct words in the wrong combination does not count. If a paraphrase is genuinely ambiguous, accept it for everyone under the same standard. Keep the card visible while settling scores, then place it in a used pile.

Accidental exposure

If the card is uncovered or the reader gives any answer during recall before all answers are locked, void the round without scoring. Set that card aside and play a fresh card with the same reader; this preserves equal scoring opportunities. Repeated deliberate peeking or prompting ends the competitive game; continue unscored only if everyone wishes. If the deck runs out, reshuffle used cards except the just-exposed card.

End and ties

After everyone has hosted once, add each player’s points. Each competitive player has a maximum of 6 × (number of players minus 1). The highest total wins; equal highest totals share the win. There is no sudden-death reader disadvantage and no tiebreak round.

Cooperative version

Use one shared answer sheet per round instead of individual sheets. Once the card is covered, everyone except the reader may discuss what they remember; choose one scribe and agree on six final entries. The same complete-combination scoring applies. Play until everyone has read once. A group win needs at least 4 points per round on average: 16 points for 4 players, 20 for 5, and so on up to 48 for 12. The maximum is 6 points per round. This is a friendly target, not a tested difficulty rating. Rotate the scribe too.

For 4–12 players

With 4–6, sit close enough for one shared view. With 7–12, lean on the two aloud readings so nobody depends on a distant card; do not pass the card around for unequal private study time. Competitive play stays individual at every size. In cooperation, invite each person to suggest one remembered detail before open discussion so quieter players get a turn. The reader remains silent about the answer until the sheet is locked.

Access and lower-pressure options

No movement or color recognition is required. All information is printed as words and read aloud. Before play, agree on a consistent adjustment such as three readings instead of two, larger print, or allowing a quick sketch as a recall answer. A sketch must still communicate all three facts. A player who cannot write may dictate their six answers privately to the non-playing reader after everyone else has locked their sheet; the reader records them exactly without prompting. In cooperative mode, anyone may dictate to the scribe. Do not shorten another player’s recall time.

A round in practice

Suppose a line is “A striped scarf on the stairs.” “Stripy scarf on the steps” earns 1 point. “Scarf on the stairs” earns 0 because its detail is missing. “Striped scarf on the chair” earns 0 because its place is wrong. Repeating the correct scarf entry twice still earns only 1. If five different lines are completely correct and one is incomplete, the round score is 5.

Play again

Set used cards aside and begin another game with fresh scenes and a new starting reader. If fewer than one fresh card per player remain, reshuffle the whole deck. Familiar cards may be easier; nobody should study them between rounds. For a harder agreed replay, use only one aloud reading for every round, while still allowing access clarifications.

Reader reminder

You host this round and do not compete. Read twice for everyone, cover the card, wait for locked answers, then reveal and score. Never give hints during recall. Each card is also its own answer key.

Printable play cards

Print single-sided at 100%. Cut along the borders and follow the setup instructions.

RR-01 / The Front Hall

1. A striped scarf on the stairs.
2. A dented bucket by the door.
3. A paper crown on the bench.
4. A cracked mug under the table.
5. A woolly mitten beside the lamp.
6. A tiny bell inside the shoe.

RR-02 / The Midnight Kitchen

1. A wooden spoon on the windowsill.
2. A spotted sock in the saucepan.
3. A bent fork beside the kettle.
4. A velvet ribbon on the stool.
5. A round pebble inside the cup.
6. A folded map under the tray.

RR-03 / The Quiet Garden

1. A silver button on the fence.
2. A knitted hat beside the pond.
3. A square cushion under the tree.
4. A glass marble in the flowerpot.
5. A striped towel over the gate.
6. A feathered mask on the path.

RR-04 / The Attic Shelf

1. A brass key inside the basket.
2. A torn envelope behind the mirror.
3. A smooth shell on the trunk.
4. A leather glove under the ladder.
5. A checkered bow beside the candle.
6. A miniature drum on the shelf.

RR-05 / The Reading Corner

1. A fluffy slipper beside the chair.
2. A copper coin on the bookshelf.
3. A dotted umbrella behind the curtain.
4. A wooden ring inside the box.
5. A fringed blanket on the floor.
6. A crooked candle under the desk.

RR-06 / The Picnic Blanket

1. A striped cup beside the basket.
2. A paper boat on the blanket.
3. A shiny bead inside the sandwich box.
4. A knotted cord under the plate.
5. A soft brush on the napkin.
6. A broken pencil beside the flask.

RR-07 / The Workshop

1. A felt star on the workbench.
2. A rusty nail inside the jar.
3. A curled ribbon under the stool.
4. A tiny spoon beside the toolbox.
5. A woollen ball on the ladder.
6. A flat stone behind the bucket.

RR-08 / The Station Bench

1. A spotted suitcase under the bench.
2. A silver whistle on the seat.
3. A rolled poster beside the bin.
4. A velvet pouch behind the sign.
5. A striped feather inside the hat.
6. A cracked saucer on the step.

RR-09 / The Music Room

1. A wooden duck on the piano.
2. A frayed scarf beside the drum.
3. A glass bottle under the chair.
4. A folded fan on the music stand.
5. A square badge inside the case.
6. A knitted flower by the window.

RR-10 / The Beach Hut

1. A woven belt on the hook.
2. A spiral shell inside the boot.
3. A polka-dot bowl under the hammock.
4. A cork ball beside the door.
5. A bent comb on the shelf.
6. A fringed flag over the mirror.

RR-11 / The Laundry Room

1. A velvet hat in the basket.
2. A striped marble on the washer.
3. A wooden whistle under the sink.
4. A crumpled ticket beside the iron.
5. A beaded necklace over the tap.
6. A tiny whisk inside the sock.

RR-12 / The Market Stall

1. A paper lantern under the counter.
2. A smooth pebble in the tray.
3. A tasselled key beside the scales.
4. A spotted ribbon on the crate.
5. A brass spoon inside the jug.
6. A torn mitten behind the basket.

RR-13 / The Breakfast Table

1. A knitted pear on the plate.
2. A dented tin beside the toast rack.
3. A striped bow under the cup.
4. A glass button inside the eggcup.
5. A folded scarf on the chair.
6. A wooden feather beside the teapot.

RR-14 / The Puppet Stage

1. A silver crown behind the curtain.
2. A checkered glove on the stool.
3. A tiny broom under the stage.
4. A velvet cushion inside the trunk.
5. A cracked bell beside the spotlight.
6. A paper flower on the rail.

RR-15 / The Greenhouse

1. A woolly sock beside the watering can.
2. A square mirror on the shelf.
3. A copper ring inside the seed tray.
4. A knotted ribbon over the handle.
5. A spotted plate under the bench.
6. A wooden fish in the bucket.

RR-16 / The Campsite

1. A striped lantern beside the tent.
2. A folded napkin on the log.
3. A tiny rake inside the bowl.
4. A felt moon under the stool.
5. A shiny thimble by the kettle.
6. A frayed rope on the backpack.

RR-17 / The Spare Room

1. A paper fan on the pillow.
2. A dented cup under the bed.
3. A glass horse beside the wardrobe.
4. A dotted tie on the dresser.
5. A brass button inside the slipper.
6. A fringed towel behind the screen.

RR-18 / The Clock Shop

1. A velvet bag beneath the counter.
2. A wooden moon on the windowsill.
3. A bent pin beside the clock.
4. A striped box on the stool.
5. A smooth bead inside the drawer.
6. A torn flag behind the shelf.

RR-19 / The Boathouse

1. A knitted scarf over the oar.
2. A copper mug under the bench.
3. A square shell beside the rope.
4. A feathered hat on the barrel.
5. A glass ring inside the boot.
6. A folded postcard by the door.

RR-20 / The Craft Table

1. A woolly mouse in the bowl.
2. A twisted spoon on the mat.
3. A striped button beside the scissors.
4. A paper shoe under the ribbon spool.
5. A velvet star inside the tin.
6. A cracked tile behind the jar.

RR-21 / The Balcony

1. A tiny drum on the chair.
2. A checkered blanket over the rail.
3. A wooden apple inside the pot.
4. A shiny spoon beside the planter.
5. A knotted scarf under the table.
6. A spotted cup on the step.

RR-22 / The Toy Cupboard

1. A glass rabbit on the shelf.
2. A fringed flag inside the bucket.
3. A brass bell under the wagon.
4. A folded crown beside the blocks.
5. A striped mitten behind the doll.
6. A smooth stone in the teacup.

RR-23 / The Ticket Booth

1. A velvet ribbon over the window.
2. A dented bell on the counter.
3. A wooden star beside the stamp.
4. A knitted glove under the stool.
5. A torn map inside the drawer.
6. A square coin behind the jar.

RR-24 / The Costume Rack

1. A feathered scarf on the hook.
2. A copper badge inside the hat.
3. A spotted fan under the cape.
4. A paper ring beside the mirror.
5. A frayed belt over the chair.
6. A miniature boot on the shelf.

Original Round & Revel game text. Edition 1 / October 2026. Reuse the printed cards for future gatherings.