Zit (game)
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Zit | |
---|---|
Players | 2 or more |
Age range | 9 years and up |
Setup time | 1 minute |
Playing time | unlimited, typically 20 - 30 minutes |
Random chance | none (some guessing is allowed) |
Skills required | Vocabulary Reading |
Zit, is a word guessing game. Its primary intent is to build and reinforce the vocabulary of children in a classroom. However, it can also be an entertaining parlour game for adults.
[edit] Play
The play of the game is to have two or more teams compete to name a given word first. The team that names the word first is awarded a point. A team can be a single person or multiple people. In a classroom setting, typically the class would be divided into halves. The team members would sit near each other, and somewhat away from the other team.
The game leader, typically the teacher, begins by selecting a word from a dictionary, but concealing that word from the class. Then, the initial letter of the word is announced, as well as its part of speech (noun, verb, adjective, etc.). The leader then begins to read the first definition of the word aloud to the class. Any person on either side may interrupt the leader to guess the word, by first loudly announcing "Zit!", raising a hand, and then being recognized by the leader. If the guess is correct, that team is awarded a point.
Play continues until some predetermined score is reached. Each successive definition is read until there are no further definitions available. If no team guesses the word correctly, the word is announced, no points are awarded, and a new word is selected. In the case of more than one simultaneous interruption, the leader should choose the person heard first, then go to the guesser from the other side, if any, and alternate sides through all pending guesses before continuing to read.
[edit] Variation
In a more competitive setting, points may be deducted for incorrect guesses. Also, discussion among team members is allowed, in order to formulate a guess. However, the other team is also allowed to overhear any conversations and suggestions that may be spoken aloud.
In a classroom setting, the winning team is often granted a prize or privilege, such as being excused from class first, or choice in selecting some other activity.